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Published by Dragoonmk3, 2023-08-02 21:40:42

Rifts - Main Book

Rifts - Main Book

Warning! —————— The fictional world of Rifts is quite violent and deadly. It is an exotic realm where magic is as real as technology, and demonic creatures plague humankind. Some parents may find the violence and supernatural elements of the game inappropriate for young readers/players. We suggest parental discretion. Note that none of us at Palladium Books condone nor encourage the occult, the practice of magic, the use of drugs, or violence. A complete new Role-Playing Game Compatible with the entire Palladium Books® Megaversel® 1


This work is dedicated to the troops in the trenches, Maryann, Kevin Long, Alex, and Thorn, all of whom worked diligently and tirelessly to get this special project out on time. Without them, this book would not have been possible. Special Thanks to Keith Parkinson who is a good friend, as well as a great artist. Also to Richard Cook, whose additional research was a great help, Larry MacDougall who did what had to be done, Jim Osten and Jim Dombrowski for pitching in when needed, Erick Wujcik for the name Rifts, and Cheryl Corey for making sure this one got out on schedule! Third Printing — May 1991 Copyright © 1983, 1986, 1987, 1988, 1990 by Kevin Siembieda. Rifts®, Megaverse® and Palladium Books® are registered trademarks owned by Kevin Siembieda. Other titles are trademarks owned by Kevin Siembieda. Copyright © 1990 by Kevin Siembieda. All rights reserved under the Universal Copyright Convention. No part of this book may be reproduced in part or whole, in any form or by any means, without permission from the publisher, except for brief quotes for use in reviews. All incidents, situations, institutions, governments and people are fictional and any similarity, without satric intent, of characters or persons living or dead is strictly coincidental. Rifts® is published by Palladium Books, 5926 Lonyo, Detroit, MI 48210. 2


Palladium Books® Written By: Kevin Siembieda Editors: Alex Marciniszyn Thorn Bartold Cover Art: Keith Parkinson Interior Paintings: Kevin Long Keith Parkinson Additional Color/Painting: Adam Siembieda Kevin Siembieda Larry MacDougall Interior Art: Kevin Long Additional Art: Kevin Siembieda Larry MacDougall Art Direction & Key lining: Kevin Siembieda Typography: Maryann Siembieda 3


TABLE OF CONTENTS Glossary of Terms Creating A Character The Eight Attributes Hit Points & S.D.C. Mega-Damage How to Determine Psionics Selecting an O.C.C. Money and Equipment Rounding Out One's Character Alignments Experience Points O.C.C. Experience Tables Optional Rules Insanity Tables Player Characters and Skills Skill List Skill Descriptions Modern Weapon Proficiencies Hand to Hand Combat Hand to Hand Combat Tables Combat Rules for High-Tech War Machines Volleys & Bursts Missiles Combat Example Robot and Power Armor Combat Training Tables Missile Chart Occupational Character Classes (O.C.C.) Men of Arms Borg Coalition "Dead Boy" Grunt Coalition Elite RPA O.C.C. (SAMAS) Coalition Military Specialist Coalition Technical Officer Crazies Cyber Knight Glitter Boy Headhunter Juicer Scholars and Adventurers Body Fixer City Rat Cyber Doc Operator Rogue Scientist Rogue Scholar Wilderness Scout Vagabond Practitioners of Magic Line Walker Mystic Shifter 4 Page 8 9 11 12 12 13 14 14 15 17 18 19 22 23 25 33 34 37 38 40 41 42 44 46 47 47 47 51 53 54 55 56 62 64 66 68 71 71 73 74 76 78 79 80 82 83 83 84 87


Techno-Wizard Racial Character Classes (R.C.C.) Dragons as Player Characters Horned Dragon Fire Dragon Ice Dragon Thunder Lizard Psychic R.C.C.s Burster Psi-Stalker Wild Psi-Stalker Coalition Dog Pack Mind Melter Psionic Powers Meditation & Saving Throws Animal P.P.E. Psionic Power Descriptions Healer Physical Sensitive Super Psionics The Time Before Rifts Color Section A World Overview Chi-Town CS State of Missouri CS State of Lone Star The Magic Zone Dinosaur Swamp Northern Gun (Michigan) The Free State of Lazlo (Toronto) CS State of Free Quebec Atlantis Outer Space Color Section Color Map of the Americas & Atlantis Color Map of the Old American Empire Magic Mastery of Magic Ley Lines Learning Spells Magic Combat Alphabetical List of Spell Invocations Spell List by Levels Spell Descriptions Begin Coalition State Weapons & Equipment Body Armor Robot Vehicles Other Vehicles & Equipment Coalition Guns 89 97 98 100 100 101 101 101 102 104 106 107 112 113 113 114 115 115 116 119 124 128 129 137 140 141 143 144 146 147 149 149 150 152 153 158 159 161 162 163 164 165 166 167 168 191 193 194 198 203 Page 5


The Black Market Pre-Rift Artifacts Selling to the Black Market Mega-Damage Body Armor Power Armor Robot Vehicles Glitter Boy Armor/Robot Other Weapons & Equipment Energy Weapons Rail Guns Vehicles Cybernetics Bionics Partial Bionic Reconstruction Full Bionic Conversion Prosthetics, Weapons, and Tools Miscellaneous Equipment Game Master Section 205 207 208 209 211 214 218 223 223 225 226 229 237 237 238 239 243 246 Quick Find Table Men of Arms S.D.C. for Men of Arms (1D4X 10) Cyborgs ("Borgs") O.C.C. Bionic Section Crazies O.C.C. Cyber Knight O.C.C. Glitter Boy O.C.C. Glitter Boy Armor Head Hunter O.C.C. Juicer O.C.C. Juicer Body Armor Juicer Energy Weapons Coalition O.C.C.s Propaganda and Training Grunt O.C.C. Elite Robot Pilot ("Sam") O.C.C. Pilot: Robot Combat Elite Skill Pilot: Tank & APC Skill Military Specialist Espionage Skills Technical Officer Coalition Psychic: Dog Pack Dog Pack Body Armor Dog Pack Weapons Dog Pack Optional Tables Coalition Psychic: Psi-Stalker Psionic Power Descriptions Coalition State: Data & Information The Recollections of Erin Tarn Coalition Soldier Propaganda CS State of Chi-Town CS State of Free Quebec CS State of Iron Heart CS State of Lone Star CS State of Missouri Magic Zone & Federation of Magic Psychics in the CS Black Market Coalition Weapons & Equipment Body Armor Dog Pack Armor SAMAS Power Armor UAR-1 Enforcer 'Bot Spider-Skull Walker 'Bot Armored Personnel Carrier 479 47 237 56 62 64 218 66 68 210 225 49 49 51 53 30 30 54 26 55 107 193 204 111 104 115 191 102 140 141 149 143 141 144 102 205 193 193 193 194 197 198 6 Death's Head Transport Sky Cycle Vehicle Energy Weapons Explosives Vibro-Blades Neural Mace Additional Weapons & Equipment Black Market Black Market Pre-Rifts Artifacts Body Armor (Non-Coalition) Coalition Body Armor Coalition SAMAS Flying Titan Power Armor Glitter Boy Armor/Robot NG Samson Power Armor Titan Robot Series Weapons (Non-Coalition) Techno-Wizard Items Bionics Cyborg Body Armor Cybernetics Blackmarket Cybernetics Combat Weight and Fatigue Hit Points and S.D.C. Coma and Death Mega-Damage Demolition Skills Physical Skills Rogue Skills W.P. Skills Modern Weapon Proficiencies Hand to Hand Tables Robot Combat Tables Volleys and Bursts Called Shot Missile Combat Missile Chart Magic Combat Psionic Combat Horror Factor Animals 199 201 203 204 204 205 205 205 207 209 193 193 212 218 212 214 223 92 237 243 229 23499 10 11 28 28 30 32 33 37 44 40 40 41 46 165 113 114 114


Creating The World of Rifts The setting in Rifts is a crucial element of the game and the story we are trying to tell. The atmosphere and understanding of the world must be clearly established for it is as important as the game rules themselves. Unlike most other games which take ideas and rules and place them in an already familiar setting, such as fantasy or the contemporary world, I have tried to create an exciting new realm unlike anything you've experienced before. Yes, there are elements that you will recognize from our other games, as well as from literature and film. But I hope to have gone beyond an imitative extrapolation and given you something new and exciting. A world that seems eerily familiar yet disturbingly alien. That is the world of Rifts! When the first hints of Rifts began to leak out, everyone seemed to decide that it would be Palladium's version of cyberpunk. Yes, there are elements of the cyberpunk genre present, but that's nothing new for us. Heck, back in 1984 when I designed Heroes Unlimited it had sections on bionics, robotics, and augmented super-humans that contained elements of the so-called cyberpunk science fiction genre. The current revised edition places even greater emphasis on those aspects, with greater success than in the original RPG. Erick Wujcik's Ninjas & Superspies, with its cybernetic implants and cyber-disguises, is as cyberpunk as you can get. Like these games, Rifts does have some elements of what is considered to be cyberpunk, but when I first began to develop the ideas for it, five years ago, I thought they were just good science fiction. One of the central themes of Rifts is human augmentation. You will see over and over again, man's (fictional) attempts to make himself better; stronger, faster, smarter, more powerful. Sometimes this would be done with artificial implants. Other times it would be through the use of chemicals or genetic mutation. Under the most extreme circumstances, man would completely re-create himself. Not always for the better. This was the world of the not too distant future. Then throw in a random element. Rifts. Rifts are tears in the very fabric of space and time. They are found at the nexus points where several "lines" of natural energy (that mankind calls magic) intersect and create a surge in the lines of power. It is a terrifying and exciting extrapolation on the concepts of magic and ley lines as presented in the Beyond the Supernatural role-playing game. The science of geomancy had vanished centuries before. Only myths and crackpot practitioners of magic had any inkling about ley lines and mystic energy. Consequently, no one could have anticipated the fate that awaited humankind. Nuclear holocaust ignited the destruction of the world as we know it, but it was not the primary instrument of destruction. The sudden destruction of a billion people triggered a surge in the ley lines. All that psychic energy released at once. The sudden influx of psychic energy (P.P.E.) sent the energy rippling through the mystical crossroads of earth like an earthquake. Ley lines flowed with energy that had not been felt for a million years. The energy surged and pulsed and crisscrossed across the planet at the speed of light. At ley line intersections (nexus points), rifts in space and time tore open, releasing even more energy. The earth shuddered and heaved. Millions more died, increasing the energy level of the rifts. The oceans leapt from their basin and washed over the land. Hundred of millions more died, their psychic energy (P.P.E.) drawn into the ley lines, and the natural energies doubled again. A chain reaction was unleashed that could not be halted. The continent men called Atlantis leapt from its watery grave and rose to the light of day for the first time in millennia. Its rebirth changing the very face of the planet. In its wake, the eastern coast of the United States was engulfed by the ocean, sending the energy of millions more into the relentless rifts. From the rifts spewed forth energy that tore through man's citadels of steel and concrete like a tornado through a city built out of match sticks. For every million or billion of lives lost, the ley lines surged and destroyed billions more; a nightmare in geometric principles. The ley lines and the rifts that they opened were not some insidious evil, nor a plot of some malignant intelligence from another world. It was an aspect of nature that science did not even know, let alone understand. Like a child playing with matches in a pool of gasoline, humankind dropped a match into the pool and was instantly engulfed. Once the match was lit and dropped, there was nothing that could be done to undo what had been done. Yet in a strange way, all this death was part of the birth of a new age. And through it all, humankind would persevere. Even the cosmic fury of a world gone mad could not completely eradicate all human life. However, it would take mankind hundreds of years to crawl out of the abyss that swallowed him. It is at this moment, as humankind finally crawls back into the light of a new dawn that our story unfolds. Rifts is a role-playing game that explores the earth created by the rifts. An earth that has been irreparably changed and is still changing. An earth more alien than any world one might find in another galaxy. A world where man must not only conquer himself and the environment, but a place where the environment is ever changing and the life forms one must compete against are not human. Glossary OF ROLE-PLAYING GAME TERMS Attributes: These are numbers used to evaluate the strengths and weaknesses of your character. For example: P.P. means Physical Prowess; how smooth, agile and quick a character is in combat. A P.P. of 4 would indicate that the character is pretty clumsy. A P.P. of 10 would be an average, fairly coordinated human being. While a P. P. of 16 or more would belong only to characters with exceptional speed and reflexes. Attributes are also called Statistics or Stats. Campaign: A word used to describe an ongoing game. If you play the same characters with the same game master on a regular basis, then you are in a Campaign. Character: Every player (except the GM) has a character that serves as an imaginary playing piece; also called Playing Character. Death: Just as in real life, characters can die. The death of heroes in comic books, or in games, is a fairly rare event. The amount of death in a campaign usually depends on the individual game master. Players should take a character's death calmly. Remember, it's ONLY a game. GMs should allow players to roll up a "NEW" character and include it in the game as soon as is appropriate for the ongoing game. However, characters should not be a dime a dozen. Dice: There are a variety of different dice used in role-playing games. First of all, there are the standard six-sided dice; the kind you use for most board games. We call them "D6". Often we let you know how many dice to roll with an expression like: "roll 3D6". This means: "Roll three six-sided dice and add the results together." Dice are also available with four-sides (D4), eight-sides (D8), ten-sides (D10), and even twenty-sides (D20). They are available at most hobby stores. Game Master: (GM) This is the person who controls the game "world". All the non-player characters, innocent bystanders, police and politicians, even the weather, are controlled by the GM. Player: A player is a person who plays a character in a role-playing game. 7


Role-Playing Game: Sometimes called a role-playing game (RPG), or fantasy role-playing (FRP), these are games with game masters and imaginary characters. Roll a Twenty-Sided: Simply roll a twenty-sided die for a number. Roll Percentile: Take two, ten-sided dice of different colors. Let's say we have one green and one red. First, you declare which die will be high ("I call red high"). Next, you roll the dice. First, you read the High die and then the Low die; just put the numbers together and you have a percentile. For example: "Red is 4 and green is 8, so I have a 48%." Run: This is just a term gamers use to describe playing a game. Example: "He runs an excellent campaign." or "I ran in Kevin's game last week". Savings Throw: This is a roll (usually on a twenty-sided die) to avoid some unpleasant event. For example: A character might have to roll a savings throw to avoid being overcome by tear gas. Scenario: This is a specific adventure that confronts the characters in a role-playing game. A scenario is usually a story with a beginning (hearing about the criminal), a middle (tracking down the criminal's hide-out), and an end (defeating the criminal). Most campaigns are developed around a number of scenarios. Creating a Character The creating of a character is relatively simple, requiring seven main steps. Step 1: The Eight Attributes Step 2: Hit Points, S.D.C., and Recovery Step 3: Mega-Damage Capacity (M.D.C.) Step 4: How to Determine Psionics (or not) Step 5: Selecting an O.C.C. or R.C.C. (occupational direction) Step 6: Money and Equipment Step 7: Rounding out one's Character Step 1: The Eight Attributes and Attribute Bonuses The first step in creating a character is to roll up the eight attributes: I.Q., M.E., M.A., P.S., P.P., P.E., P.B., andSpd. The eight attributes represent your character's natural, mental and physical abilities. Some of the physical skills will increase your physical attributes, so it may be wise to write them in pencil until all modifiers and bonuses are accounted for. Three, six-sided dice are rolled to determine each attribute. The higher the number, the greater the ability. If an attribute is "exceptional," (16, 17 or 18) then an additional six-sided die is rolled and added to the total for that attribute. Intelligence Quotient (I.Q.): Indicates the intelligence of the character. The exact I.Q. is equal to the I.Q. attribute multiplied times ten. Characters with an I.Q. of 17 or better will receive a one time bonus added to all the character's skill percentages. Mental Endurance (M.E.): Measures the amount of mental and emotional stress the character can withstand. Mental Affinity (M.A.): Shows the character's personal charm and charisma. Natural leaders, with an M.A. of 17 or higher, have a bonus to invoke trust or intimidation in others. Physical Strength (P.S.): character. This is the raw physical power of the Physical Prowess (P.P.): Shows the degree of dexterity and agility of the character. A P.P. of 17 or higher is rewarded with bonuses to dodge, parry and strike. Physical Endurance (P.E.): Demonstrates the character's stamina and durability. The amount of physical punishment, and resistance to fatigue and disease, are determined by P.E. A character can carry the maximum weight load for the P.E. times 4 minutes. Carrying the maximum weight while running or fighting can only be done for the P.E. times 2 minutes. If a character lifts the maximum weight, then it can only be held for as many melee rounds (15 seconds each) as the character has points of P.E. A character can run at maximum speed for one minute for each point of P.E. Characters with a P.E. of 17 or better receive bonuses to save vs. coma, death, toxins, and magic. Physical Beauty (P.B.): Is an indication of the physical attractiveness of the character. A P.B. of 17 or better will be rewarded with a bonus to charm or impress. Speed (Spd): Specifically, this is the character's maximum running speed. The Spd. times 20 is the number of yards or meters that the character can run in one minute. 8 ATTRIBUTE BONUS CHART 17 I.Q. add to all skills. One time bonus. + 3% M.E. save vs. psychic attack/insanity + 1 M . A . trust/intimidate 45% P. S. Hand to Hand Combat: Damage + 2 P.P. parry , dodge and strike bonus + 1 P.E. save vs. coma/death + 5% save vs. poison & Magic +1 18 + 4% + 2 50% + 3 + 2 + 6% + 2 19 20 +5% +6% + 2 +3 55% 60% + 4 +5 + 2 +3 +8% +10% + 2 +3 P.B. charm/impress 35% 40% 45% 50% Spd: No special bonuses other than the raw, natural ability to run. 21 + 7% + 3 65% + 6 + 3 + 12% + 3 55% 22 + 8% + 4 70% + 7 + 4 + 14% + 4 60% 23 + 9% + 4 75% + 8 + 4 + 16% + 4 65% 24 + 10% + 5 80% + 9 + 5 + 18% + 5 70% 25 + 11% + 5 84% + 10 + 5 + 20% + 5 75% 26 + 12% + 6 88% + 11 + 6 + 22% + 6 80% 27 + 13% + 6 92% + 12 + 6 + 24% + 6 83% 28 29 + 14% +15% + 7 +7 94% 96% + 13 +14 + 7 +7 + 26% +28% + 7 +7 86% 90% 30 + 16% + 8 97% + 15 + 8 + 30% + 8 92%


DIFFERENT APPLICATIONS OF PHYSICAL STRENGTH Weight Normal characters, with a P.S. of 3 to 16, can carry 10 times their P.S. in pounds (P.S. x 10 = total in pounds). For Example: A character with a P.S. of 9 can carry 90 pounds (40.5kg). A character with a P.S. of 15 can carry 150 pounds (67.5kg). Strong characters, with a P.S. of 17 or higher, can carry 20 times their P.S. in pounds. This means a character with a P.S. of 18 can carry 360 pounds (162kg). Supernatural creatures including dragons are even stronger than extraordinary humans. Creatures with a P.S. of 18 or higher can carry 50 times their P.S. Thus, a creature with a P.S. of 24 can actually carry over half a ton, 1200 pounds! Creatures with a strength of 17 or less are equal to humans; P.S. x 10 in pounds. Lifting weight is a little different than carrying weight. You may have noticed, yourself, that you can usually lift up a heavier amount than you can carry. I'm not talking about weight-lifting in a body building sense, nor lifting a heavy weight above the chest. Simply the ability to bend over and lift something that weighs more than you can carry. The simple rule is that a character can lift TWICE as much as he/she could carry. This means that the character with a P.S. of 9 can carry 90 pounds but, can lift 180 pounds. Meanwhile, the super strong creature, with the P.S. of 24, can lift over one ton (2400 pounds). Throwing Heavy Objects A character can not throw more than he can carry. General Effective Range Object 1/2 pound object Dart Throwing Axe Javelin Spear Knife Sword Normal Person P.S 3-16 50ft 30ft 80ft 100ft 60ft 50ft 15ft Extraordinary for Humans P.S. 17-30 100ft 60ft 150ft 200ft 120ft 100ft 30ft *Supernatural Creatures P.S. 18-Up 300ft 100ft 300ft 400ft 220ft 200ft 60ft *Add one foot to the effective range for every P.S. point; e.g., P.S. 24 add 24 feet. Note: Objects such as bricks, bottles, and swords are not designed for throwing. Consequently, the effective range is limited regardless of the strength behind it. Darts, knives and throwing axes are designed for throwing, but don't have the weight or balance for great distances. The same is true of most objects weighing less than half a pound. Javelins, more so than spears, are designed for distance throwing. Miscellaneous items weighing over a pound and less than 10 pounds, such as rifles, can be thrown about half as, far as the 1/2 pound object. Normal and extremely strong characters can hurl a weight equal to the weight he can carry four inches per each P.S. point. This means the person with a P.S. 9 can toss 901bs up to 2 1/2 feet away. The hero with a P.S. of 17 can toss 3401bs up to 5 ft 6 inches away. Supernatural strong can hurl their maximum carrying weight one foot (0.3m) per P.S. point. So the character with a P.S. of 24 can hurl up to 1200 pounds a whopping 24 feet (7.5m). Movement and Exertion Keep the game simple and quick moving. Light activity, such as walking, jogging, driving, standing guard, doing repairs and similar activity, can be conducted for hours without affecting the character adversely. Both players and game master should apply common sense and logic to the duration of an activity. Even intense activity, such as 20 minutes of combat followed by rest or light action, will not impair the character's efficiency. It's all a matter of pacing. Prolonged periods of combat or heavy exertion (an hour or more of intense, continual, physical exertion) will take its toll on the character. Reduce the following once every hour: Speed -2 Initiative -2 Parry and Dodge — 1 Damage - 2 STEP 2: Hit Points & S.D.C. HIT POINTS Hit points might best be thought of as life points, because they indicate how much physical damage (cuts, bruises, etc.) a character can withstand before he/she dies. These are the points that are observed during a battle (or melee) to determine how much damage is inflicted on friend or foe. Each time a character is struck by a weapon he takes physical damage. The individual players keep score of how many hit points their character has by subtracting the damage from his/her character's hit points each time that character is hit by a weapon. Likewise, the game master keeps score of how much damage the player inflicts upon his opponent. When a character has zero hit points, he is in a coma and will soon die unless extensive medical aid is applied. When a character's hit points have been knocked far below zero, he is dead and beyond saving. DETERMINING HIT POINTS Now that you have some idea of what hit points are about, let us get into the technical aspects of their determination and use. 1. Base Hit Points: Having rolled up your 8 attributes, you will recall that one is physical endurance (P.E.). The physical endurance score indicates your character's base/starting amount of hit points. This number means that he/she can lose that many hit points before dying. Some of you will have a character with many hit points . . . don't get too cocky; a gun or even a knife in the right hands can whittle you down to size in one melee round. A mega-damage weapon will blow you into atoms. Others will find themselves with a character who has only a handful of hit points (as little as 3) . . . don't despair or feel cheated; you'll just have to use cleverness and cunning in avoiding direct confrontations until you've built up your hit points. 2. Building Hit Points: After determining your base hit points, pick up one six-sided die, roll it, and add the number rolled to your hit point base. Only roll one six-sided die one time. As your character grows in knowledge and experience he will gain more skill and expertise in his chosen profession. At the same time he will also mature physically, increasing his hit points. Thus, each time a character attains a new experience level, roll one six-sided die and add it to the existing hit points. S.D.C. or STRUCTURAL DAMAGE CAPACITY There are two types of S.D.C. The first applies to living creatures and is a sort of supplement to hit points. The second applies to inanimate, non-living structures such as chairs, locks, doors, buildings, vehicles and so on. Determining physical S.D.C. is simple, practitioners of magic and scholars and adventurers roll four 6-sided dice (4D6) for S.D.C., psychic R.C.C.s roll three 6-sided dice (3D6) for S.D.C. Men of Arms roll lD4x 10, in addition to any O.C.C. and/or skill bonuses. Dragons do not get physical S.D.C. points. Physical S.D.C. can be increased through physical skills, such as boxing. In this way you can build and toughen your character as much as you'd like. All S.D.C. points/bonuses are cumulative. Players, a word of caution! Although the characters in 9


Rifts may have psychic or magic abilities, they are mere mortal men and women with human frailties. They are just as vulnerable to blade and bullet, tooth and claw as any normal person. The character's will have to use more than muscle to survive. When a character is hurt, the damage is first subtracted from his or her S.D.C. points. S.D.C. damage is painful, but not deadly. It's like a movie where John Wayne gets shot, punches it out with three desperadoes, and when its all over, dusts himself off and says "Ah shucks mam, it's only a scratch." S.D.C. in action. It is only after ALL S.D.C. has been depleted that damage is subtracted from hit points. Hit point damage is serious, and potentially life threatening. Inanimate objects, such as buildings, vehicles, furniture and so on, also have S.D.C. In this case, the S.D.C. indicates the total amount of damage that the object can withstand. These S.D.C. function exactly like hit points, except that they apply to non-living things. Any damage sustained is subtracted from the S.D.C. When the S.D.C. is reduced to zero, it is broken or smashed beyond repair. A NOTE TO THE GAME MASTER: The S.D.C. system just described is a standard rule in most Palladium Books® games. From time to time I hear the complaint, for example: How can somebody be bashing or shooting into a door and the door is in perfect condition until all its S.D.C. are depleted? My answer is: It's not in perfect condition. Using the example of the door, the G.M. should explain exactly what's happening. "You bash into the door with your shoulder. Its a very solid door and you inflict minimal damage (give S.D.C. damage). You realize that it will take quite a while to gain entry this way and you may hurt yourself." Or "You can feel the door give a little under your great strength (give S.D.C. damage). Another bash and the door's frame cracks and moans, but it still holds (give S.D.C. damage). It will take another couple of attempts (as the door's S.D.C. dwindles), but it's definitely giving." Or "Your sub-machinegun riddles the wood door with a dozen holes (something the player can look through), but the door is still locked and holding strong." Obviously, attacks on normal objects will scrape, dent, crack, splinter, crumble and so on, even if the object is not destroyed. To smash or destroy something may require multiple attacks, and in some cases, like being locked behind an iron door or bulkhead without a weapon or proper tools, it will be impossible to damage the item at all. RECOVERY OF HIT POINTS and S.D.C. After a battle, characters who have sustained physical damage must tend to their wounds. The attending of wounds can be administered by fellow characters, trained medical personnel or by oneself, if the character has first aid skills and is not physically impaired. First aid-type skills include basic and immediate medical treatment, such as bandaging and cleaning of wounds, stopping of bleeding and so on, until the character can receive better medical care. Recovery: Nonprofessional treatment. This is basic, first aid-type treatment by oneself, or non-medically trained people. This type of treatment may be used if the character is not able to seek professional treatment immediately. It is not necessarily inferior treatment, especially for a not too serious ailment, but just lacks the full facilities and experience of a major medical institution. Rate of Recovery: Two hit points per day (24 hours) and/or 4 S.D.C. points per day. Recovery: Professional treatment. This is medical treatment from a doctor, clinic, hospital, or psychic healer. Rate of Recovery: Two hit points per day for the first two days, and four hit points per day for each following day, until the character has regained all his/her original hit points. S.D.C. points are restored at a rate of 6 per day. Surviving Coma And Death When a character's hit points are reduced to zero (or less), he/she collapses, lapsing into a coma. This character is near death, and will die in a matter of hours unless he/she receives immediate medical treatment. How much damage below zero a character can undergo is indicated by the physical endurance (P.E.) attribute. A character can take one point of damage below zero (negative 1, - 2 , -3, etc.) for each P.E. point. Example: A character with a P.E. of 9 will lapse into a coma at zero hit points, but still lives up to a negative 9. However, if the character receives more damage (which is very possible) than the P.E., he is dead, with no hope of recovery. Thus, if a character with a P.E. of 9 takes 10 points or more below zero, exceeding his P.E., he is beyond medical help and dies. Coma Length The length of time a character in a coma will survive without treatment is again indicated by the P.E. Add one hour for each P.E. point. Example: P.E. 9 = 9 hours, P.E. 10 = 10 hours, and so on. Recovery From a Coma Whether or not a character survives the coma and is stabilized (brought back to, at least, one hit point above zero) is determined by the roll of percentile dice. If the player rolls two, successful recovery rolls out of three tries, the character breaks out of the coma and is no longer in danger of dying. This also means that he is brought up to one hit point above zero. Recovery of hit points from that time on is standard; see Recovery of Hit Points. Note: This can be attempted every hour. Recovery Ratio (roll 2 out of 3) Treatment from nonprofessional, medical individual, but with medical skills: 1-18% Treatment from an intern or nurse (R.N.): 1-32% Treatment from a doctor without proper facilities: 1-46%. Treatment from a doctor at a clinic (fair facilities): 1-56% Treatment from a hospital: 1-66%. Treatment from a major, large hospital: 1-70%. Optional Recovery Side-Effects From Severe Damage/Near Death (Hit Points) Roll on this table when a character has lost all of his/her hit points and has been near death (coma). Impairment is permanent as a result of the grave physical damage. NOTE: This is not a mandatory table, but is left up to the game master's discretion. 1-10 No permanent damage. 11-20 Major stiffness in joints; reduce P.P. by 2. 21-39 Minor stiffness in joints; reduce P.P. by 1. 40-55 Legs impaired; walk with a limp reduce Spd by 2. 56-70 Major scarring; reduce P.B. by 2. 71-82 Chronic pain; reduce P.E. by 1. 83-92 Minor brain damage; reduce I.Q. by 1 93-00 Major brain damage; reduce I.Q. by 2 and M.E. by 1. 10


OPTIONAL DAMAGE RULES A character receives serious physical damage when he loses a great amount of hit points. The following is a list of side-effects from physical damage. The effects of the damage are generally temporary and cumulative. Thus, if a character suffers the loss of a great deal of hit points within a short time, he will suffer the multiple effects of physical damage. Roll each time severe damage is endured. Roll . Percentile 1-14 15-29 30-44 45-59 60-74 75-89 90-00 Damage Minor bruises and lacerations. Severely bruised and battered muscles Damaged (sprain, pulled, cut, etc.) arm or shoulder. Damaged leg or hip. Damaged hand and/or wrist Head Injury Damaged back or pel vis . Minuses Spd -2 - 1 to dodge P.P. - 1 Spd -3 P.P. -3 Spd is 1/2 -2 to dodge P.P. - 1 P.S. -2 - 5% on all skills; Spd -2 P.E. -1 P.P. -2 Spd -3 NOTE: None of these effects are permanent nor life threatening. Minuses apply to that one limb. Speed minuses affect the whole body. Remember effects are cumulative; roll each time the character is badly hurt. Side-Effects from Physical Damage (Hit Points) (Optional) Roll on this table when 75% to 99% (almost all) hit points are depleted. Impairment is temporary, lasting 1-4 weeks (roll one foursided die). Roll Percentile 1-10 11-20 21-29 30-39 40-49 50-59 60-69 70-79 80-89 90-00 Damage Severely battered and bruised Torn arm muscle Torn leg muscle Fractured bone: arm Fractured bone: leg Fractured bone : ribs or pel vis Broken bone: arm Broken bone: leg Broken bone: ribs Severe Concussion Minuses Spd -2 - 3 to dodge P.P. -3 P.S. -2 Spd is 1/2 - 2 to dodge P.P. -2 P.S. -3 Spd is 1/2 - 4 to dodge P.E. -2 Spd is 1/2 P.P. is 1/2 P.S. is 1/2 Spd is 1/3 - 6 to dodge P.E. -3 P.P. - 1 Spd -3 - 8 on all skills, Spd - 3 Step 3: Mega-Damage & M.D.C. Mega-Damage Capacity (M.D.C.) is a damage system that may be new to many of you. It is a structural damage capacity that reflects the staggering advancements in science and technology. A technology that has created new super-tough alloys, micronized and even nano-size circuits, parts, and batteries, and weapons with more power, precision, and range than anything we can manufacture in the 20th Century. In effect, M.D.C. is a super-structural damage capacity that far outstrips the normal S.D.C. M.D.C. versus S.D.C. 1. Generally, 100 S.D.C. (or hit point) damage equals about one M.D.C. point. 2. This also means that one point of Mega-Damage does approximately 100 S.D.C. points of damage. 3. Most conventional weapons do absolutely no damage to a megadamage structure, even when combined for a total of 100 or more (See example). 4. Example: A Coalition SAMAS power armor unit and two foot soldiers in standard "Dead Boy" body armor are on a routine patrol of Old Chicago ruins. All are wearing M.D.C. armor. Suddenly, they are attacked by thirty rebel bandits. The bandits are armed with old S.D.C. weapons, mostly M-16 assault rifles and sub-machineguns. The two soldiers in Dead Boy body armor are caught in a hail of bullets. Perhaps as many as 50 rounds hit for a combined amount of S.D.C. damage of about 300, but the soldiers just stand their ground. All the bullets bounce off their mega-damage body armor. The worst is a few scratches. They take no damage! Four bandits jump one of the soldiers before he can react. They pummel him with the butts of their rifles and steel clubs. Again the attack inflicts no physical damage to the armor or the person inside, however, the force of the attack does knock the soldier down. One of the bandits screams a warning and points at the SAMAS power armor flying in for an attack. A couple of bandits jump into a souped-up dune buggy and try to make a run for it. The other foot soldier sees them and fires his Mega-Damage (M.D.) energy pistol, a successful strike is made and damage is rolled. A mere three (3) M.D.C. points of damage is inflicted. The dune buggy is blown in half because the 3 M.D. points are equal to about 300 S.D.C., the full S.D.C. of the vehicle. The SAMAS zooms by and swoops behind a wall of debris where it's pilot saw a battered robot assault vehicle hiding. Sure enough, the moment the SAMAS is visible, the bandits piloting the robot fire! The bandits get the initiative and also roll a successful strike. The SAMAS is hit by a pair of mini- missiles that inflict 5D6 M.D. each, and takes a total of 27 points of M.D.C. damage. Only a scratch to a "Sam." Combat continues. In the context of this specific book, M.D.C. applies to: • All high-tech military vehicles including tanks, APCs, robots, aircraft, and all Coalition war machines. • All high-tech body armor and power armor. • All bionic body components and bionic body armor (Cybernetic items are generally S.D.C. structures). • Many supernatural creatures, including dragons and vampires. • Most force fields. Combat Note: Typically, only a mega-damage weapon can harm a M.D.C. structure. S.D.C. missiles and explosives that can inflict over 100 S.D.C. points of damage do inflict the equivalent of mega-damage. In these rare cases, approximately every 100 S.D.C. points of damage equals one mega-damage point. Always round down S.D.C. damage. For example: A missile that inflicts 450 S.D.C. equals 4 M.D.C. 11


Likewise, when a S.D.C. structure is blasted by mega-damage, always round the S.D.C. down when assessing damage. For example: When an object that has 230 S.D.C. is hit by 2 M.D. points of damage, the item is destroyed (all 230 S.D.C.). What little may remain is a useless piece of junk. M.D.C. Artificial Armor Through the history of humankind, people have developed different forms of body armor. In days past, this armor would have been S.D.C. types, like bullet-proof vests and chain mail, but in the world of Rifts, the body armor is usually a super-strong, yet lightweight, mega-damage structure. Like any other mega-damage structure, they can not be damaged by S.D.C. type weapons, with the possible exception of high explosives and missiles. A variety of M.D.C. body armor, from padded armor to full power armor exo-skeletons, are described in the equipment section. M.D.C. Natural Armor Many supernatural creatures, such as dragons, vampires, many demons, and others have natural protective armor covering or M.D.C. skin, or their supernatural essence makes them a mega-damage structure. In these cases, normal S.D.C. weapons can not harm the creature. However, most are vulnerable to mega-damage weapons, magic, and psionic attacks. Some even have odd vulnerabilities, such as fire, sunlight, salt, or iron, which will hurt the supernatural fiend when bullets can't (unusual vulnerabilities will be noted in monster descriptions). Physical Damage While Inside a M.D.C. Structure There are a couple instances where a character can suffer physical S.D.C. and/or hit point damage while inside a mega-damage structure. Psionic and magic mind attacks and probes will penetrate most M.D.C. body armor and human size power armor to affect the person inside (can not penetrate SAMAS or Glitter Boys, nor most large vehicle style robots). A character in body armor or human size power armor can also suffer impact damage from falls at great height, or high speed crashes, or from explosions. Most body armor and power armor are carefully designed and padded so that the armor absorbs the majority of impact damage, however, the body inside is still rattled and slammed around. In most cases, the physical damage one suffers is minimal and leads to nothing more than a few bruises. Impact Damage Rules Applicable to Body & Power Armor Fall: One point of S.D.C. or Hit Point damage for every 10 feet (3 m) height from a fall. High speed crash: 1D4 points of S.D.C. or Hit Point damage for every 10 mph (16 km) of speed above 30 mph (48 km). Impact from an Explosion: One point of S.D.C. or Hit Points for every 10 M.D. point from an explosion. Chance of being stunned: In each case there is a chance of being stunned. Fall: 1-40% chance of being momentarily stunned (no attacks, -9 to strike, parry, and dodge) for 1D4 melees from any fall above 100 feet (30.5 m). 1- 79% chance of being stunned if the fall is 200 feet (61 m) or higher for 1D6 melees. Crash: 1 -30% chance of being stunned for 1D4 melees if impact is more than 50 mph (80 km), add +5% for every additional 10 miles (16 km) above 50 mph. Explosion impact: There is a 1-60% chance of being stunned for 1D4 melees whenever hit by more than 40 M.D.C. at once. Also, the force of an attack, especially from missiles and rail guns, may knock a character off his feet. Generally, this only happens when the individual is struck by 30 M.D.C.; Game Masters should use common sense in deciding when to use this element in combat. Characters who are knocked off their feet lose one attack/action that melee. Step 4: How to Determine Psionics There are three ways of getting a character who has psionic powers. The first, and simplest way, is to select one of the Psychic Racial Character Classes. A master psionic is the most powerful of all natural psychics and is available only from the Psychic R.C.C.s. A psychic character class automatically gets psionic abilities. Each Specific R.C.C. will explain the character's background, orientation, and psi-abilities. However, while the psychic R.C.C. is heavy with psi-powers, it is limited in skill development. The second way is to select an O.C.C. that has minor psionics, like the operator, techno-wizard, crazies, and cyber-knight, but these characters have only a tiny bit of psychic powers. The third way to get a character with psionics is to roll percentile dice on the following random table. Random Psionics Table 01-09 Major Psionics 10-25 Minor Psionics 26-00 No Psionics In the world of Rifts, psychic powers are comparatively common. Even an average person may have some degree of psychic power. A minor psionic selects two powers from any one of the following psionic categories: Sensitive, or Physical, or Healer. Two psi-powers, even spectacular ones, are considered inconsequential and the character must select an O.C.C., without modification. The number of Inner Strength Points (I.S.P.) is determined by taking the number from M.E., roll 2D6 and add both numbers together. This is the base I.S.P.; add the roll of 1D6 per each level of experience. A major psionic is a character who has an impressive amount of paranormal abilities. Unlike the minor psychic who can only select from one category, this individual can select a total of eight (8) powers from one category or a total of six (6) from any of the three categories available. The categories from which a major psionic can select includes: Sensitive, Physical, and Healer. This means the psychic can have a combination of power types. However, the development of extra-sensory abilities means that a certain amount of time and energy was expended on the development of those abilities and not on formal education. The major psionic must select an O.C.C., but all skill bonuses are reduced by half (round down fractions), and the number of "other" skills are also reduced by half. Secondary skills are not affected. Major (and master) psionics must also submit to IC implantation and registration at all Coalition cities. The number of I.S.P. for a major psionic is determined by taking the number from M.E., roll 4D6, and add both numbers together. This is the base I.S.P.; add the roll of 1D6 + 1 per each level of experience. NOTE: A player may skip step four entirely if he or she does not want a character with psionics. Step 5: Selecting an O.C.C. or R.C.C. It is suggested that readers skim over the O.C.C. and R.C.C. sections before selecting a character. In play test, the dilemma players encountered was that they liked so many of the different characters that they had trouble deciding which one they wanted to play first. Personally, I tried to make each character unique, so that each one would have a distinctive flavor and be fun to play. Players should select a character that they find exciting. 12


I had originally intended to include many more mutants and monsters, and non-human player characters/races than players will find in this book. The reason for this is twofold. First, I ran out of space. This would be a 450 page book if I had squeezed in all my ideas, but rest assured that robots, monsters, and non-human player characters will appear in future supplements, soon. The second reason is that the story quickly developed into the story of humankind's climb from the abyss and back into the light of the world. Humankind still teeters on the brink of extinction and must fight all manner of horrors to reclaim our planet Earth. It is a struggle that will be won only through the wisdom and courage of men and women, human and non-human, who are not afraid to step forward and reshape this strange new Earth of the future. For the sake of simplicity, each player selects one Occupational Character Class (O.C.C.) or one Racial Character Class (R.C.C.). Each character class will describe the hero's background, orientation, typical views of life, his/her position in society, special powers (if any), and training/skills. Although most player characters are human, they are far from typical or normal humans. Characters like the Borgs, Juicers, Crazies, and high-tech soldiers are augmented by incredible machines. Psi-stalkers, Mind Melters, Bursters, and others possess paranormal powers. Then there are the men of magic. Note: Non-humans and super-powered humans are generally considered to be mutants or "D-Bees." D-Bee is a slang term for Dimensional Beings, meaning that the individual must be a creature from another dimension. O.C.C. Requirements The selection of an O.C.C. is limited only by the minimum attribute(s) required for that occupation and the player's personal taste. Some O.C.C.s have higher requirements than others and generally reflect the strenuous or intellectual demands of that particular profession. Skills and Skill Selection Each O.C.C. has three skill categories: O.C.C. skills, Other skills, and Secondary skills. O.C.C. skills are the areas of expertise and training that all characters receive when they select that profession. The bonus in parenthesis reflects that specialized training. O.C.C. Related Skills are additional areas of formal training and knowledge. In many cases, these skills will also reflect the character's occupation and interests. Not all skill categories are available for skill selection and will be marked "none." Many of the skill categories that are available will indicate specific restrictions (if any) and possible skill bonuses. Skill bonuses will be indicated in parenthesis. The skills that most relate to one's O.C.C. have the highest bonuses. Secondary skills are things that have been learned without formal training. They are hobbies, interests, and abilities that a person has learned himself by reading, or watching others and practicing what he has seen. These skills are also selected from the list of available skill categories. However, no skill bonuses are applicable! The bonus indicated in parenthesis applies only to "other" skill selections. Thus, all secondary skills start out at the Base Skill level. Skill Bonuses The base skill level is denoted in each skill description. Bonuses received by one's O.C.C. are added to that base skill. This is a one time skill bonus. Characters may also have an I.Q. attribute bonus and this too is added to the base skill level as a one time bonus. Skill proficiencies increase as characters grow in experience. This is not so much a bonus as a designation of increased mastery over one's abilities. The amount that the skill level increases is also noted in each skill description. For example: The communication skill of radio: basic reads: Base Skill: 45% + 5% per level of experience. This means that a first level character without O.C.C. or other bonuses has a base skill proficiency of 45%. At second level + 5% is added to increase the skill to 50%. At third level it increases to 55%, at fourth, 60%, and so on. Maximum skill level is limited to 98%, because there is always a margin for error no matter how skilled one is. P.P.E. Points P.P.E. Points is the amount of potential psychic energy (P.P.E.) that a character possesses. Unless stated otherwise under one's O.C.C. or R.C.C., the amount of P.P.E. is minimal, roll 2D6. Step 6: Money and Equipment All characters are given a basic list of standard equipment typical for that O.C.C. Likewise, each character has a certain amount of money in the form of credit and/or black market items that can be sold for a few thousand credits. This means that the characters start out with the basics and some cash; poor, but not destitute. Money is a great motivator for action in a role-playing scenario, so it is intentionally kept limited to start. Needing a roof over one's head or food in one's belly can lead a character to consider actions that can develop nicely into an adventure. As always, a character can spend the money immediately for additional equipment or save it for later. 13


STEP 7: Rounding Out One's Character The final step is to add color to your character. The only mandatory requirement is the selection of an alignment and understanding how the experience levels/system applies to you. Everything else is optional, including insanity. Use it or do not. Insanity rules will be most appropriate in long campaigns. ALIGNMENTS THE ALIGNMENTS Good: Principled and Scrupulous Selfish: Unprincipled and Anarchist Evil: Miscreant, Aberrant and Diabolic Alignments are an important factor in developing a character, his/her attitudes and moral principles. ALL players must choose an alignment for their character. NEUTRAL First of all, there is no such thing as an absolute or true neutral. All people tend toward good, evil or self-gratification. An absolute true neutral could not make a decision, go on an adventure, kill, or take any action of any kind without leaning toward good, evil or self-gratification. It is humanly impossible and is, therefore, eliminated in the context of this game. (I realize that some of the philosophers out there may disagree with this, but that's a topic for philosophical debate and not a factor of this game. Sorry, no neutrals). GOOD ALIGNMENTS Principled Scrupulous Because a character is of a good alignment, it does not make him/her a saint. Good characters can be just as irritating, obnoxious, and arrogant; even prejudiced and full of quirks. However, life and freedom are of the highest priority. Such a person can always be trusted in a life and death situation. A fair number of Cyber-knights are principled. Principled (Good) Principled characters are, generally, the strong, moral character. Principled characters will . . . 1. Always keep his word. 2. Avoid lies. 3. Never kill or attack an unarmed foe. 4. Never harm an innocent. 5. Never torture for any reason. 6. Never kill for pleasure. 7. Always help others. 8. Work well in a group. 9. Respect authority, law, self-discipline and honor. 10. Never betrays a friend. 11. Never break the law unless conditions are desperate. This means no breaking and entry, theft, torture, unprovoked assaults, etc. Scrupulous (Good) Scrupulous characters value life and freedom above all else, and despise those who would deprive others of them. This type of hero is typically portrayed in many Clint Eastwood and Charles Bronson films; the person who is forced to work beyond the law, yet for the law, and the greater good of the people. They are not vicious or vindictive men, but are men driven to right injustice. I must point out that these characters will always attempt to work with or within the law whenever possible. Many cyber-knights are scrupulous. Scrupulous Characters Will . . . 1. Keep his word to any other good person. 2. Lie only to people of selfish or evil alignments. 3. Never attack or kill an unarmed foe. 4. Never harm an innocent. 5. Never torture for pleasure, but may use muscle to extract information from criminals or evil characters. 6. Never kill for pleasure; will always attempt to bring the villain to justice alive no matter how vile he may be. 7. Always help others. 8. Attempt to work within the law whenever possible. 9. Bend and, occasionally, break the law when deemed necessary. This means they may use strong-arm techniques, harass, break and enter, theft, and so on. 10. Distrust authority. 11. Work with groups, but dislike confining laws and bureaucracy (red tape). 12. Never betrays a friend. SELFISH ALIGNMENTS (But Not Necessarily Evil) Unprincipled (Selfish) This, basically, good person tends to be selfish, greedy, and holds his/her personal freedom and welfare above almost everything else. He/she dislikes confining laws, self-discipline and distrusts authority. This is the Han Solo, Star Wars, character. The guy who is always looking for the best deal, associates with good and evil characters, is continually tempted to lie and cheat, and hates himself for being loyal and helping others. Unprincipled Characters Will . . . 1. Have a high regard for life and freedom. 2. Keep his word of honor. 3. Lie and cheat if necessary (especially to those of anarchist and evil alignments). 4. Will not kill an unarmed foe (but will take advantage of one). 5. Help those in need. 6. Not use torture unless absolutely necessary. 7. Work with a group, especially if profitable. 8. Never harm an innocent. 9. Never kill for pleasure. 10. Dislike authority. 11. Never betray a friend. Anarchist (Selfish) This type of character likes to indulge himself in everything. He is the insurgent, con-man, gambler and high roller; the uncommitted freebooter seeking nothing more than self-gratification. This character will, at least, consider doing anything if the price is right. These people are intrigued by power, glory and wealth. Life has meaning, but his has the greatest meaning. Laws and rules infringe on personal freedom and were meant to be broken. An anarchist aligned person is always looking for the best deal, and will work with good, selfish or evil to get it; as long as he comes out of the situation on top. The anarchist is continually teetering between good and evil, rebelling, and bending the law to fit his needs. Often mercenaries fall into this category. Anarchist Characters Will . . . 1. May keep his word. 2. Lie and cheat if he feels it necessary. 3. Not likely to kill an unarmed foe, but certainly knockout, attack, or beat up an unarmed foe. 4. Never kill an innocent (but may harm or kidnap). 5. Not likely to help someone without some ulterior motive (even if it's only to show-off). 6. Seldom kill for pleasure. 7. Use torture to extract information (not likely to torture for pleasure). 14


8. Does not work well in a group (this is the cocky, loudmouth who is likely to do as he damn well pleases). 9. Have little respect for self-discipline or authority. 10. May betray a friend. EVIL ALIGNMENTS Miscreant Aberrant Diabolic All evil characters are not bent on universal genocide or domination over all living creatures. They are not all maniacal people actively seeking to harm innocent people. Nor are all evil characters sadistic and untrustworthy. Many evil characters may actually seem kind or likable. There is nothing wrong with playing an evil character, although he may not survive too long if he betrays or harms too many people. This is fantasy role-playing, not reality. You can play any type of character you desire, just continue to play in character. Evil alignments are a step beyond the self-gratification of the selfish alignments. Evil characters are ruthless individuals who are willing to say or do anything to achieve their goal. Human life has little meaning to them, and friends tend to be (but not always) people to use, and discard when they are no longer of value. Evil aligned people do not automatically slay any good aligned person because of different ethics and philosophy. All the better to use good to achieve their own goals, for the end always justifies the means. Miscreant (Evil) This self-serving, unscrupulous character is out only for himself. Power, glory, wealth, position, and anything that will make his life more comfortable is his goal. It matters not who gets caught in the middle, as long as he comes out smelling like a rose. This person will lie, cheat and kill anyone to attain his personal goals. Miscreant Characters Will . . . 1. Not necessarily keep his word to anyone. 2. Lie and cheat anyone; good or evil. 3. Most definitely attack an unarmed foe (those are the best kind). 4. Use or harm an innocent. 5. Use torture for extracting information and pleasure. 6. May kill for sheer pleasure. 7. Feels no compulsion to help without some sort of tangible reward. 8. Work with others if it will help him attain his personal goal. 9. Kill an unarmed foe as readily as he would a potential threat or competitor. 10. Has no deference to laws or authority, but will work within the law if he must. 11. Will betray a friend if it serves his needs. Aberrant (Evil) The cliche that there is "No honor among thieves." is false when dealing with the aberrant character. This is a person who is driven to attain his goals through force, power, and intimidation. Yet the aberrant person stands apart from the norm, with his own, personal code of ethics (although twisted ethics by the standards of good). He expects loyalty from his minions, punishing disloyalty and treachery with a swift, merciful death. An aberrant person will always keep his word of honor and uphold any bargains. He will define his terms and live by them, whether anyone else likes it or not. Aberrant Characters Will . . . 1. Always keep his word of honor (he is honorable). 2. Lie to and cheat those not worthy of his respect. 3. May or may not kill an unarmed foe. 4. Not kill (may harm, kidnap) an innocent, particularly a child. 5. Never kills for pleasure. 6. Not resort to inhumane treatment of prisoners, but torture, although distasteful, is a necessary means of extracting information. 7. Never torture for pleasure. 8. May or may not help someone in need. 9. Work with others to attain his goals. 10. Respect honor and self-discipline. 11. Never betray a friend. Diabolic (Evil) This is the category where the megalomaniacs, violent, and most despicable characters fall. This is the cruel, brutal killer who trusts no one and has no value for anyone or anything that gets in his way. Aberrant aligned characters find these dishonorable people just as revolting as a good aligned character. Diabolic Characters Will . . . 1. Rarely keep his word (and has no honor). 2. Lie to and cheat anyone. 3. Most certainly attack and kill an unarmed foe. 4. Use, hurt and kill an innocent without a second thought or for pleasure. 5. Use torture for pleasure and information. 6. Kill for sheer pleasure. 7. Likely to help someone only to kill or rob him. 8. Not work well within a group (consistently disregarding orders to do as he pleases). 9. Despise honor, authority, and self-discipline. 10. Associate mostly, with other evil alignments. 11. Betray friends (after all, you can always find friends). SUPERNATURAL CREATURES Supernatural creatures must have an alignment. Most will be evil; especially miscreant and diabolic. ALL supernatural creatures, whether they are ghostly entities or slithering monsters, will radiate their alignment. This psychic emanation is part of its nature and can not be hidden or disguised. To a psychic sensitive or psi-stalker the emanations of evil are as distinctive and recognizable as pungent odor. Practitioners of magic for evil purposes, or individuals who associate with supernatural creatures, do not, themselves, radiate an unnatural, evil aura. However, those who knowingly and willfully use such dark forces are always of evil or anarchist alignment. These are the vengeful, greedy or power hungry fools who will stop at nothing to achieve their goals. Goals they will attain even if it means calling upon horrible, evil forces from another world to prey on their own. EXPERIENCE POINTS Except in specially devised scenarios and tournaments, there is no winner in a role-playing game. The accumulation of heroic deeds, friends, prestige, weapons, equipment, knowledge, and skills, can be construed to be the results of winning. If a character survives and meets with success in his endeavors, that is winning. However, there are rewards besides the acquisition of material goods and reputation, and those are developing your character's skills, knowledge, and abilities. This is accomplished through the gathering of experience points. Why An Experience Point System? The reason I use an experience point system is because I find them extremely realistic and practical. Training is useful, but there is no substitute for experience. I don't know how many times I have read a comic book with the main character thinking to himself, something like "Only my years of experience enabled me to beat him." or "He's good, but lacked the years of experience and training to handle the situation." Practical experience in the field is an important and real factor in the development of a character. 15


The experience system is specifically designed so that characters will mature fairly rapidly, tapering off as they reach higher levels of experience (around fifth and sixth level). Why do the experience levels only go to level 15? Because characters are not likely to ever reach that level, even after years of regular play. In my original, Palladium Role-Playing Game play-test campaign, after two years of regular, weekly, long (averaged 9 hours) playing sessions; the characters averaged 7th to 9th level and progressing, ever so slowly, toward tenth level. Realistically, a high level character is not necessarily all that much fun to play unless the campaign maintains a high level of challenge and adventure. Experience Points And Their Application It is difficult to devise a point system by which a game master can judge and reward his players fairly. The ultimate purpose of experience points and experience levels is to provide a means by which the player's character can grow and develop. Many fantasy role-playing games have their own unique system, charts, equations, and computations for distributing experience points. You may want to adapt one of these systems to this game if that's what you're comfortable with. Many games avoid the whole question of experience points by a system in which points are pumped back into the powers, but this leaves skills undeveloped, as well as being pretty drab. The subjective method of observation and logic introduced in the Palladium Role-Playing Game has been so well received that I'm just transplanting it into Rifts and all of our games. I feel that any twit can punch-out or blast a villain that just crawled out of the woodwork. Most experience systems concentrate on the "kill factor," but what about the thought process? What about the decisions, plans, or motives behind a particular action? Doesn't cleverness and a cool head count? Aren't these the true ingredients of good role-playing? Shouldn't the brilliant medical student playing a character with an I.Q. of 4 (and staying firmly in character, saying and doing things as the character would, even though he realizes the stupidity as a player) get experience for playing in character? Hell Yes!!! Considering how flexible and subjective most of the other role-playing conditions and rules are, I don't see the logic in having a strict, limited experience point system. Each player's character involved in a given situation/confrontation should receive the appropriate experience points. The game master should make a list of his players at the beginning of the game and jot down each player's experience points as they gather them throughout the course of the game. At the end of the game, the game master totals each player's points and gives them the total so that they can keep track of their growing experience and skills. The difficulty with this system of determining experience points is the subjectivity. The game master must utilize the proceeding experience outline with some thought. Example: Eight third level character's brimming with psychic power and armed to the teeth attack and subdue one, lone, fourth level villain or minor monster. The eight players should receive experience points for subduing a minor menace. After all, the poor guy didn't have a chance and presented no real threat to the characters. However, if one or two first or second level characters subdued the same villain, they should receive experience for subduing a major or even a great menace, because the threat and ingenuity involved are much greater. I have found this method stimulates imaginative playing instead of promoting slash and kill. Game masters, don't be Santa Claus heaping wonderful amounts of experience points; be fair and tolerant. Let your players truly earn their experience points; growing in skill, knowledge and power. If you have a group of players rising rapidly in experience levels, you will know it's because they are clever and imaginative players. And that's what this game is all about! Character Experience Levels Each character class has a listing for levels of experience. A character involved in an adventure gains experience points for his thoughts, actions and deeds. As these experience points accumulate, the character will reach new plateaus, indicating his continual growth, development, and mastery over his powers and skills. Each time a player's character accumulates enough experience points to reach the next level of experience, his skill increases accordingly. In most instances, magic and special powers also increase in range, duration, power/damage, and scope. Example: When a first level rogue scientist character has accumulated at least 2051 experience points, he has attained second level, and all his skills become second level; meaning that he can perform them at a higher level of proficiency. A clever plan, a quick attack, all earn experience points. The more experience points a character receives, the higher the level he attains and the greater his abilities. Players, be certain to keep a careful record of the experience given to you at the end of each game. When a character attains a new level, be certain to tell the game master so that the skills and hit points can be increased accordingly. Experience And Hit Points Each time a character reaches a new level of experience the player gets to roll 1 six-sided die and adds the number rolled to the character's hit points. This indicates the physical development and maturity of the character as he develops. Per Level Of Experience Per level of experience, or per each level of experience, or per level of the psychic, indicates that the person can perform a skill, psychic power, or ability at his highest level of experience. This often indicates the amount of damage that can be inflicted or a duration of an effect. EXPERIENCE POINTS TABLE Awarding Experience Points Experience Points Action 25 Performing a skill (successful or not). 25 Clever, but futile idea. 100 Clever, useful idea or action. 100 Quick-thinking idea or action. 200 A critical plan or action that saves the character's life and/or a few comrades. 400-1000 A critical plan or action that saves the entire group or many people. 100-300 Endangering the character's own life to help others. 500-700 Self-sacrifice (or potential self-sacrifice) in a life and death situation (like leaping in front of a fireball meant for someone else to save that person, even though he/she is likely to die, or offering his/her own life to save the group or another). 100 Avoiding unnecessary violence. 100-200 Deductive reasoning and/or insight. 50 Good judgment. 50 Playing in character bonus. 50-100 Daring (clever or not). 25-50 Killing or subduing a minor menace. 75-100 Killing or subduing a major menace. 150-300 Killing or subduing a great menace. 16


EXPERIENCE LEVELS CS Grunt Dog Pack 1 0,000-1,950 2 1,951-3,900 3 3,901-8,800 4 8,801-17,600 5 17,601-25,600 6 25,601-35,600 7 35,601-50,600 8 50,601-70,600 9 70,601-95,600 10 95,601-125,600 11 125,601-175,600 12 175,601-225,600 13 225,601-275,600 14 275,601-325,600 15 325,601-375,600 CS Technical Officer CS Military Specialist Shifter 1 0,000-2,120 2 2,121-4,240 3 4,241-8,480 4 8,481-16,960 5 16,961-24,960 6 24,961-34,960 7 34,961-49,960 8 49,961-69,960 9 69,961-94,960 10 94,961-129,960 11 129,961-179,960 12 179,961-229,960 13 229,961-279,960 14 279,961-329,960 15 329,961-389,961 Cyber-Knight Jucier Crazies 1 0,000-2,140 2 2,141-4,280 3 4,281-8,560 4 8,561-17,520 5 17,521-25,520 6 25,521-35,520 7 35,521-50,520 8 50,521-71,000 9 71,001-96,100 10 96,101-131,200 11 131,201-181,300 12 181,301-231,400 13 231,401-281,500 14 281,501-341,600 15 341,601-401,700 Borg Head Hunter Glitter Boy 1 0,000-2,100 2 2,101-4,200 3 4,201-8,400 4 8,401-17,200 5 17,201-25,400 6 25,401-35,800 7 35,801-51,000 8 51,001-71,200 9 71,201-96,400 10 96,401-131,600 11 131,601-181,800 12 181,801-232,000 13 232,001-282,200 14 282,201-342,400 15 342,401-402,600 CS RPA Elite Body Fixer 1 0,000-1,925 2 1,926-3,850 3 3,851-7,450 4 7,451-14,900 5 14,901-21,000 6 21,001-31,000 7 31,001-41,600 8 41,601-53,000 9 53,001-73,000 10 73,001-103,500 11 103,501-139,000 12 139,001-189,000 13 189,001-239,000 14 239,001-289,000 15 289,001-339,000 City Rat Vagabond 1 0,000-1,875 2 1,876-3,750 3 3,751-7,250 4 7,251-14,100 5 14,101-21,200 6 21,201-31,200 7 31,201-41,200 8 41,201-51,200 9 51,201-71,200 10 71,201-101,500 11 101,501-136,500 12 136,501-186,500 13 186,501-236,500 14 236,501-286,500 15 286,501-326,500 Cyber-Doc Rogue Scholar Rogue Scientist 1 0,000-2,000 2 2,001-4,000 3 4,001-8,200 4 8,201-16,400 5 16,401-24,500 6 24,501-34,600 7 34,601-49,700 8 49,701-69,800 9 69,801-94,900 10 94,901-129,000 11 129,001-179,100 12 179,101-229,200 13 229,201-279,300 14 279,301-329,400 15 329,401-389,500 Wilderness Scout Operator 1 0,000-1,900 2 1,901-3,800 3 3,801-7,300 4 7,301-14,300 5 14,301-21,000 6 21,001-30,000 7 30,001-40,000 8 40,001-53,000 9 53,001-73,000 10 73,001-103,000 11 103,001-138,000 12 138,001-188,000 13 188,001-238,000 14 238,001-288,000 15 288,001-328,000 Burster Psi-Stalker Mystic 1 0,000-2,050 2 2,051-4,100 3 4,101-8,250 4 8,251-16,500 5 16,501-24,600 6 24,601-34,700 7 34,701-49,800 8 49,801-69,900 9 69,901-95,000 10 95,001-130,100 11 130,101-180,200 12 180,201-230,300 13 230,301-280,400 14 280,401-340,500 15 340,501-400,600 Mind Melter Ley Line Walker 1 0,000-2,240 2 2,241-4,480 3 4,481-8,960 4 8,961-17,920 5 17,921-25,920 6 25,921-35,920 7 35,921-50,920 8 50,921-70,920 9 70,921-95,920 10 95,921-135,920 11 135,921-185,920 12 185,921-225,920 13 225,921-275,920 14 275,921-335,920 15 335,921-395,920 Techno-Wizard 1 0,000-2,300 2 2,301-4,600 3 4,601-9,200 4 9,201-18,400 5 18,401-26,500 6 26,501-36,600 7 36,601-51,700 8 51,701-71,800 9 71,801-96,900 10 96,901-137,000 11 137,001-188,100 12 188,001-229,200 13 229,201-279,300 14 279,301-340,400 15 340,401-400,000 Dragon 1 0,000-3,000 2 3,001-5,000 3 5,001-10,000 4 10,001-20,000 5 20,001-30,000 6 30,001-50,000 7 50,001-80,000 8 80,001-120,000 9 120,001-170,000 10 170,001-230,000 11 230,001-300,000 12 300,001-380,000 13 380,001-470,000 14 470,001-600,000 15 600,001-800,000 17


OPTIONAL RULES Optional Ways to Round Out Your Character I've found that many players like as much background and details about their characters as possible. Consequently, I've assembled a series of optional tables to satisfy those details. All tables require the roll of percentile dice. Birth Order 1-30 First Born 31-44 Second Bom 45-55 Third Born 56-65 Fourth Born 66-80 Last Born 81-90 First Born of Twins 91-00 Illegitimate Weight 1-10 Skinny 11-30 Thin 31-55 Average 56-74 Husky 75-89 Potbelly 90-00 Obese Note: Average Weight: 150 to 180lbs (male) 110 to 1401bs (female) Note: Average Height: 6ft, male 5ft 6in, female Height 1-30 Short 31-70 Average 71-00 Tall Age I think it is best to generally assume most characters are young — late teens to mid-twenties. It is best to determine the age by the level of the character's education and player preference. Disposition 1-10 Mean, suspicious, vengeful. 11-15 Shy, timid, tends to be a loner. 16-20 Gung-ho, guts and glory type who sees himself as a hero. Likes combat. 21-25 Worry wart, nervous and cautious. 26-37 Hot-head, quick-tempered, emotional, but basically nice. 38-45 Schemer; gambler who likes to take chances. 46-50 Blabber-mouth, nice guy, but too talkative. 51-56 Wild man, cocky, overconfident, takes unnecessary risks. 57-66 Nice guy, friendly, courteous and hospitable. 67-76 Snob, arrogant, feels superior to others. 77-84 Tough guy, self-reliant, cocky, a lone wolf. 85-89 Paternal, overbearing, overprotective of others, especially young characters. 90-94 Complainer, constantly aggravated about something. 95-00 Paranoid, trusts no one. Family Origin 01-50 Earth native. Character is human. 51-65 D-Bee: human (or close to it), but parents came through a rift from another dimension. 66-75 Earth natives, but human mutants with a history of psionic powers in the family. Player character may or may not have psionic abilities. 76-85 One parent was a native Earthling the other a D-Bee. The character may look human, but... 86-00 Earth Mutant (1-50%), or D-Bee (51-90%), or alien (91-00) that is humanoid but has unusual features. Roll twice on the following random table to determine the character's appearance or select two different features. 01-05 Has a long bushy dog-like tail. 06-10 Has a long monkey-like tail. 11-15 Has a long lizard-like tail. 16-20 No Body hair. 21-25 Body is covered in short fur. 26-30 Body is covered in long fur. 31-35 Body is covered in tough lumpy skin (+ 2D6 S.D.C.). 36-40 Body is covered in scaly skin (add 3D6 to S.D.C.). 41-45 Body is extremely thin and tall (add one foot to height). 46-50 Facial features are very feline. 51-55 Facial features are very ape-like. 56-60 Facial features are very lizard-like. 61-70 Skin is an odd color like orange, green, purple, etc. 71-80 Teeth are fangs. 81-85 Teeth are large and flat; large mouth too. 86-90 A pair of small horns protrude from the fore head. 91-95 Large round eyes and unusual color. 96-00 Larger or oddly shaped head. Type of Environment 01-20 Little farm community. 21-40 Small wilderness town. 41-60 Small to medium city. 61-80 Wilderness town or city with magic and/or psychics. 81-00 Coalition City or Burbs. Sentiments toward the Coalition 01-20 Like the Coalition. Have mostly seen and heard good things about them and believe that they are humankind's salvation. 21 -40 Indifferent. Never personally had a bad experience with them. 41-60 Wary. Heard lots of things about the Coalition and the bad seems to outweigh the good. 61-80 Dislike and distrust the Coalition. You are well informed and know a lot about the CS's philosophies, laws, and activity, and they seem to be pretty unjust if not outright evil. 81-00 Hate the Coalition. You have seen the Coalition in action and know them to be cruel and vindictive. Nor can you abide the CS's human supremacist attitude and the horrible actions they inflict on non-humans. Sentiments toward Non-Humans 01-10 Hates and distrusts all non-humans! 11 -30 Hates all demons and supernatural creatures (including dragons) and does not like nor trust D-Bees, mutants, psychics, and aliens/ monsters. 31-50 Hates demons, but will give all other non-humans the benefit of the doubt. Still, tends to be wary and suspicious of non-humans. 51-70 Hates demons, but believes that all races can live and work in harmony together. Treats humans and non-humans equally, but is a bit suspicious of creatures who are supernatural or whose appearance is extremely inhuman. 71-85 Is wary of demons, but has had mostly good experiences with non-humans and treats them as equals, without doubt or suspicion. 86-95 Prefers the company of non-humans over humans (had bad experiences with humans, perhaps the subject of ridicule and/or prejudice, but was treated kindly by friendly non-humans). 96-00 Suspicious of everybody, humans and non-humans alike! Tends to be a bit paranoid, because "in these times you never really know who's human and who's not. Even the humans can have unusual powers these days. I mean, is a Juicer or Crazy truly human?" 18


INSANITY In the context of this game, we will assume that all player characters are mentally and emotionally sound. Any insanities, developed from this point on, will be the result of trauma. A psychological trauma may result from a violent, emotional experience or shock. As psychic investigators, the characters will be somewhat prepared and hardened to frightening, unnatural or bizarre experiences. A trauma that will result in an insanity will have to be quite horrible. Note: More than one phobia, obsession, psychosis, or affective disorder is possible. If the same one is rolled, ignore it and roll again. RANDOM INSANITY TABLE (Optional) 1-19 Affective Disorders 20-45 Neurosis 46-65 Phobia 66-85 Obsession 86-00 Psychosis TRAUMA I've found that having a character roll on the insanity tables after a terrible trauma is very appropriate, realistic and fun; adding a new element to the game. What constitutes a traumatic experience is, in part, up to the game master and the actual situation. The following is a guide to some traumatic situations requiring a roll on the Random Insanity Tables. Long period of physical and/or mental torture. Two to eight weeks: Roll once on the Insanity Table. Nine weeks to months: Roll once on the Insanity Table and once on the Neurosis Table. Drug Induced Hallucinations that were particularly terrifying, hideous, or realistic. Roll once on the Phobia Table. If extremely traumatic, lengthy, or recurring hallucinations, roll on the Random Insanity Table. A real life encounter with the subject of the traumatic hallucination is likely to cause more trauma. 70% chance of developing another insanity; roll on the Random Insanity Table. Witnessing or experiencing a shockingly grotesque atrocity. Roll on the Phobia Table. Terrible, frightening or unusual brush with death. Roll on the Random Insanity Table. Witnessing the terrible or shocking death of a deeply loved one. Roll on the Psychosis Table. Severe physical disability. 60% chance of alcoholism or drug addiction. The cause (accidental) of several innocent peoples' deaths. (applies to characters of a good alignment). Roll on the Random Insanity Table. INSANITY TABLES RANDOM INSANITY TABLE (Resulting from Trauma) Roll percentile dice. 1-10 Reborn; alignment reversal; good becomes evil, evil becomes good (selfish becomes principled or scrupulous). 11-20 Neurosis; roll on the table that follows. 21-25 Compulsive Liar; even if of a good alignment. 26-30 Kleptomaniac; a compulsion to steal, even if of a good alignment. 31-40 Obsession; roll on the table that follows. 41-50 Phobia; roll on the table that follows. 51-60 Psychosis; roll on the table that follows. 61-70 Fear of Animals; see neurosis. 71-80 Recluse; prefers to be alone, quiet, unobtrusive. 81-90 Affective Disorder; roll on the table that follows. 91-00 Fear of the Dark; see neurosis. AFFECTIVE DISORDERS 1-19 Frightened by loud noises to the point of cowering and wetting self. 20-35 Disgusted by anything sticky, and will go to any length to avoid touching it. 36-54 Obsessed with cleanliness, and must clean up any area he/she is at for more than a few minutes. 55-75 Outraged by acts of violence, becoming violent himself; 72% chance of going berserk and attacking the perpetrator of the violent act without regard for self. Bonuses: +1 to strike, + 2 to damage. 76-88 Hates music and musicians, and will try to destroy or stop the source of those terrible noises. 89-00 Intimidated by spoken language; cannot speak meaningful sentences, and must use sign language or written communication. 1-18 19-34 35-49 NEUROSIS Fear of the Dark (spent much time locked in closets) to the point of gibbering and total collapse while in the dark. Fear of Animals (chewed on by the family pet while a nipper) to the point of running away when confronted by small, furry things. Cannot tell the Truth; compulsive liar, even if of a good alignment. 50-64 Invasion of the Body Snatchers: Acute paranoia toward all supernatural entities, those of alien heritage and even humans born off the Earth. ("They're out to get ya! They could be anybody!! even . . . you!?!"). 65-85 Fear of Heights (Uncle Goober used to dangle the character, by one foot, out of windows) to the point of being frozen above the second story; character is fine as long as ground is not visible. 86-00 Fear of Success (Mom always said you weren't any good): Character will sabotage self at critical moments. The following minuses apply during critical, or high pressure moments (battle, danger, watched by others, etc.): - 15% to all skills, - 3 to hit, dodge, parry and damage. PSYCHOSIS 1-15 Hysterical Blindness when under pressure, 1-89% likelihood of happening — roll for each situation. 16-28 Paranoid type; everyone is out to get you/trusts no one. 29-49 Manic depressive; alternate severe depression one week (suicidal, nobody loves you — -5% on all skills) with manic episodes the next week (everything is great and I'm the best that there ever was! — +5% on all skills). 30% chance of alcoholism. 50-73 Schizophrenia; you are passive and easily frightened; jumpy. You hear voices telling you that all the angels are dead; worry about what angels are. 50% chance of alcoholism or drug addiction. 19


74-85 Mindless aggression; roll percentile: 1-94 Semi-functional : When frustrated, angry, or upset, there is a 72% likelihood of going berserk and lashing out at anyone/everyone around until killed or confined; will take 3-18 minutes of confinement to regain composure. 95-00 Non-functional/homicidal: Continually going berserk until confined or killed; have one lucid day a week and try to talk your way out of confinement. 86-00 Become a psychiatrist and try to cure everyone around (they're all sick, even if only you have the perspicacity to tell); be sure to demand stiff fees. PHOBIAS (A deep, overriding fear) 1-3 Undead 4-6 Reptiles 7-9 Scientists 10-12 Mutants 13-15 Snakes 16-19 Ghosts 20-22 Confining Enclosures 23-26 Skeletons 27-29 Darkness 30-32 Graveyards/Burial Mounds 33-35 Abandoned Old Houses/Buildings 36-39 Giant Creatures/Monsters 40-44 Basements/Cellars 45-48 Corpses 49-51 Users of Magic 52-54 Spiders 55-57 Tombs 58-61 Cats 62-64 Heights 65-67 Dogs 68-70 Contamination 71-73 Psychic Strangers 74-77 Insects 78-80 Flying 81-84 Bats/Bat-Like Things 85-87 Water 88-90 Computers 91-93 Psychic Healing 94-96 Open Spaces 97-00 Supernatural Entities Note: If the same phobia is rolled, the player must re-roll. PHOBIAS A phobia is an irrational fear which may result from a horrifying/ traumatic experience. The object of the phobia can be anything: bugs, snakes, the dark, heights, flying, guns, typewriters . . . anything which may have been the focus or cause of the severe psychological trauma. While there are scientific names for specific phobias, it is far easier to simply identify the object of the phobia. To determine a specific phobia, the player can roll on the random table which follows, or the game master and player can decide on a phobia which best applies to the severely traumatic experience. In the latter case, the determination of a phobia should be made on a common sense basis. For Example: If a character has had a horrifying experience in a haunted house, walked through spider webs, descended into a dark cellar and encountered a walking skeleton; one of the following phobias could easily apply, fear of empty old houses, fear of the dark, fear of spiders or insects, of cellars, of corpses, etc. G.M. Note: Dealing with the supernatural will constantly send characters into scary, horrifying, bizarre and deadly situations. But it is only the most horrifying and unexpected experiences that may create a phobia or other insanity. Remember, the characters will be prepared and hardened to sights, concepts and creatures that might bedazzle the mind of a normal, unsuspecting person. Phobic Panic The character who suffers from a phobia will become terrified when the object of fear is encountered. If the character is surrounded by friends who can talk and soothe away his fears, the person may be able to contain himself long enough to safely avoid it (40% chance). However, if the character is alone, already nervous or feels threatened, he or she will be overcome by fear. This is a phobic panic. Upon reaching the breaking point, the character's mind will defend itself by causing the character to respond in one of the following ways. (Roll percentile dice). 1-25 Pass Out/Fall unconscious for 2 to 8 minutes (roll 2D4). 26-80 Flee/run away at top speed. Panic-stricken, the character will ignore the outcry, pleas or needs of his companions. All the terrified person knows is that he or she must escape. The character will run and run until he is certain he's escaped the object of his fear, or until subdued. The person will fight only if there is no other way to escape and then only until he/she can get away and run. 81-00 Paralyzed with fear, the character can only cry, whimper or scream. Physically, the character will stand completely rigid or huddled in a corner, immobilized with fear. He/she can not run, use skills, fight or move in any way (no attacks per melee), until the object of the fear is removed or destroyed, or he is dragged away from it. OBSESSIONS Obsessions are either an intense, irrational love/desire of something, or an intense hatred/loathing. The former is likely to cause the obsessed person to obtain his desire, while the latter is likely to cause the obsessed person to avoid or destroy the object of his obsession. The game master can decide which is most appropriate under the circumstances or roll once on the following table . . . Focus of the Obsession 1-50 Love/Desire 51-00 Hate/Destroy Obsessions 1 -5 Timeliness (either a fanatic about being punctual or always late). 6-12 High technology (either loves to acquire/use or loathes it). 13-20 Women (or men, if a woman character) 21-27 Wealth 28-35 Secrecy (either prizes his secrecy above all else, or abhors even the thought of keeping secrets). 36-43 Specific individual. 44-50 Specific object/item or animal. 51-55 Appearance (fashion plate or slob). 56-63 Danger (either loves the thrill of danger, which usually means throwing caution to the wind, the more deadly the better; or, despises danger, overly cautious, worry wart, jumpy). 64-70 Food (covets only the finest foods and drink, or would, just as readily, eat worms and stale food as anything else; a slob). 71-78 Alcohol (either a heavy drinker with a keen taste for the finest liquor, or a fanatical, anti-alcohol prude). 79-86 Gambling (will bet it all, or an anti-gambling fanatic). 87-92 Solitude (either loves quiet and being alone to the point of growing irrationally angry and frustrated if continually bothered or interrupted; or can't stand the thought of being left alone for even short periods of time). 20


93-00 Crime-busting: Loves it if a hero; obsessed with stomping out crime and evil everywhere. If a villain "crime lord". Loves the thrill of being a criminal mastermind. Note: This insanity may drive a character to incredible (even outrageous) lengths, to satisfy his or her obsession. CURES FOR INSANITY Affective Disorder or Neurosis: Therapy and counseling, and/or the use of hypnosis. Requires a minimum of three months of therapy, with the following results: 1-29 No effect; requires another three months of therapy. 30-69 Half cured; person feels occasional return of old neurosis or disorder when under stress, 48% chance. 70-00 Total cure. Psychosis: Therapy and possible use of hypnosis and drugs to control the moods and tension/stress. Requires a minimum of six months of therapy, with the following results: 1-33 No effect; requires another six months of therapy. 34-68 Psychosis replaced by phobia. 69-00 Total cure. Phobia: There is no cure for phobias, but prolonged or repeated exposure to the object of the fear will lessen the intensity of the fear. Requires a minimum of three months of therapy, with the following results: 1-39 No effect; requires more therapy. 40-88 Fear is lessened so that the person can function normally, but he/she still doesn't like the phobia object — ugh! 89-00 Fear is intensified so that there is a 50% likelihood that the person will become completely paralyzed until the source of the fear is removed, or the person is physically removed. Therapy sessions generally cost $75 each, with two sessions per week (this includes treatment for each category of insanity). Similar therapy can help obsessions. EFFECTS OF ALCOHOLISM (Roll for effects and disposition while intoxicated) 1-10 Mean, hostile, strong; +2 to damage. 11-20 Quick temper, argumentative; + 1 on initiative, — 1 to parry or dodge. 21-30 Impulsive, takes risks; +2 on initiative. 31-40 Quiet, withdrawn; -2% on all skills. 41-50 Paranoid, trusts no one, agitated; + 1 on initiative. 51-60 Moody, sad; -5% on all skills. 61-70 Secure/self-assured only while intoxicated; - 2 % on all skills when sober. 71-80 Depressed, pessimistic; - 5 % on all skills. 81-90 Hyper, agitated, always moving, distracted; — 2 on initiative. 91-00 Super syndrome; believes he/she is best when intoxicated. +5% on all skills when intoxicated, — 10% when sober. Totally Drunk (staggering) The alcoholic is in a totally drunken state 25% of the time (intoxicated as often as possible — 80% of the time), and tends to drink even more during a crisis — 50% of the time. When totally drunk, the following penalties apply: • — 4 on initiative. • -2 to strike, parry and dodge. • Reduce speed by half. • Reduce all skills by 12% Alcoholism can be cured, and requires willingness to seek aid, abstinence from all alcohol, therapy and support of friends. Withdrawal Symptoms: First Week: -5% on all skills, -2 on initiative, strike, parry and dodge. Very sick, shaky, insecure. 40% chance will go back to drinking. Second Week: — 2% on all skills, - 2 on initiative; -1 to strike, parry and dodge. Still shaky, insecure, craves alcohol. 20% chance will fall back to drinking. Roll for both weeks. Third through Sixth Week: - 2 on initiative. Still shaky, insecure, but feeling more confident. 13% chance will fall back to drinking. Roll for each week. The next six months: Now it's a battle to stay dry; 15% chance the character will return to alcohol under extreme pressure. Roll for each pressure situation, such as near death (of self or friend), major failure, crucial situation relying heavily or entirely on the person, etc. After those six months: There is still a possibility of returning to drink when under extreme pressure, as explained above; 5% in a crisis. If the ex-alcoholic should ever drink alcohol again, there is a 43% likelihood of becoming addicted again. Roll for each drink. Note: A character can attempt to fight alcoholism repeatedly, regardless of numerous failures. THE EFFECTS OF DRUG ADDICTION Drug addiction is generally more severe in its effects and initial withdrawal symptoms. However, once detoxified/dry, the person is less likely to return to drugs than an alcoholic. Most references to drug addiction refers to hard drugs, such as L.S.D., heroin, P.C.P., barbiturates (downers), amphetamines (speed), cocaine derivatives, and mood altering drugs. Roll for effects and disposition while intoxicated 1-10 Quick temper, argumentative; + 1 on initiative. 11-20 Totally passive, will not attack, confused, wants to be left alone. - 5 to parry, dodge, and roll with punch or fall. 21-30 Extremely paranoid. Trusts no one, not even friends; +1 on initiative. 31-40 Disoriented. Has difficulty following movement; - 4 to parry and dodge, - 2 to strike. 41-50 Hallucinations. Totally oblivious to reality; - 4 to parry and dodge, 50% chance of not recognizing friend or foe, or attacking a friend (thinking him an enemy), or not recognizing danger, or cringe in terror of battle phantoms. 51-60 Withdrawn, quiet; -6% on all skills. 61-70 Secure/self-assured only while high; -4% on all skills when not on drugs. 71-80 Depressed, pessimistic; - 8 % on all skills. 81 -85 Reoccuring hallucinations when under severe pressure/combat. 43% chance of reoccurrence/flash-back, same as hallucination listed previously. 86-91 Hyper, agitated, always moving, distracted; -2 on initiative, -2% on all skills. 92-00 Super syndrome; believes his abilities are heightened by drugs; + 1 to strike, parry and dodge; +6% on all skills when high. — 1 to strike, parry and dodge; — 12% on all skills when straight (not on a drug-high). General notes concerning drugs: • Takes 15 to 20 minutes to take effect. • Effects last 45 minutes to two hours. • Remains in system, even after the high is gone, for 48 hours. • Addicts need a continual supply, taken at least once or twice a day (or more often, depending on the drug and desired effects). Drug addiction can be cured, and requires a willingness to seek treatment and being slowly weaned off its dependency by gradual substitutes. Total withdrawal, or going "cold turkey," is the sudden abstinence from any drugs. 21


Withdrawal Symptoms (cold turkey) First Week: - 35% on all skills, - 8 on all combat skills, violently ill: nausea, vomiting, cramps, etc. Requires regular observation and facilities. 75% likelihood of taking the drug if it's available. Second Week: -20% on all skills, -4 on all combat skills, very weak, shaky, nauseated. 50% chance of taking the drug if it's available. Third Week: -10% on all skills, -2 to strike, parry and dodge. Weak and insecure, but feeling considerably better. 28% chance of taking the drug if available. Fourth Week: Completely detoxified, only psychological addiction remains. 14% chance of taking the drug if made available. Suggest continued therapy/counseling. The next six months: This is the battle to stay dry. 10% chance will return to drugs if under extreme pressure. After those six months: There is little chance of turning to drugs, even under pressure; 3% chance. Note: A character can attempt to fight addiction repeatedly, despite numerous failures to do so. Player Characters in the World of Rifts It is odd to me that players often seem, to miss the fact that they are playing larger than life heroes in a fantastic world whenever they play any role-playing game. Rifts is no different. The typical person in Rifts is a farmer, mechanic, merchant, grunt, or other hard working individual trying to survive in a world gone mad. The average person is not likely to have psionics nor mega-damage weapons and armor. He is not a master of magic nor holder of great truths. He is one of the ordinary folk who live and struggle with the day to day hardships of life. The masses are the present and future of mankind. They are the innocent and the hopeful who will directly and indirectly motivate the actions of our heroes' adventures and heroics. As such, they are also, often, the victims and the prize in the never ending power struggles between the forces which seek to dominate this strange, future Earth. The player characters in Rifts are not Joe Average. For whatever reason, they have attained knowledge and/or power that has set them apart from the norm. They have become the focus in a small and continuing drama within a much larger story. They are the men and women who can make a difference. The individuals who dare to question what they see and hear. They are the strong who step out of the crowd to protect the weak. They are champions of ideas and ideals. They are individuals who dare to dream and are willing to fight to attain that dream. Individuals who step out of the shadows of reality and into the realm of legend. The origins of the heroes may be modest and ordinary. They may, at first, seem as typical as anybody else. Their motivations may be selfish or born out of desperation. Their heroics may be deliberate or they may stumble into greatness, but ultimately, they rise above the ordinary and make their mark on the land, and perhaps the pages of history. These are the heroes. This is their story ... and you are the architect of that story. Earth, the savage realm between dimensions Players and game masters alike must remember that the world of Rifts is that of a transformed and often savage Earth. The planet is largely an unexplored wilderness with tiny pockets of human life and civilization. A wilderness teaming with strange and terrifying creatures that have emerged from the "rifts." Humankind's continuing existence lays in question as things that ancient man may have called demons, and other monsters, ravage the land. Then there is the darkness of humankind itself. The capacity for evil, fueled by greed, envy, and the lust for power; in some cases, making man as deadly a foe as any supernatural terror. In this violent world, our heroes are wanderers and explorers who travel the land. They are likely to scavenge through the ruins of man's past and sell their skills for the price of a warm meal. They may go by the unflattering titles of mercenary, rogue, or sorcerer, but they are heroes nonetheless, like wandering samurai of old. Education and Skills Players will find that there are three categories of skills: O.C.C. skills, "other" skills, and secondary skills. O.C.C. skills are training and expertise necessary to perform the occupation selected for the character. All characters who select that same occupational character class receive the exact same O.C.C. skills and bonuses. The bonuses are the percentile numbers found in the parenthesis. The bonus is added to the base skill, indicating the superior level of expertise. For example: Computer Operation (+ 10%) means the character is more knowledgeable in computers than the average hobbiest, so his skill proficiency is higher. Add the + 10% to the base skill of 40%, for a total of 50%. At second level experience another 5% is added, making the skill 55%. At third level another 5% is added and so on. Note: Most O.C.C. skills enjoy a substantial bonus; however, there are rare cases where there is no O.C.C. bonus. 22


Other skills are additional scholastic skills, meaning skills learned through formal training, schooling, or apprenticeship. Many of these "other" skills will relate directly to one's O.C.C. while others are simply additional areas of knowledge. Each skill category is listed with the applicable bonus in parenthesis. Note that some skill areas will not be available to certain O.C.C.s, while other categories may be limited to particular skills or exclude certain skills. Similarly, while a character may be able to select from a particular skill area, he may not get any bonuses; start at the base skill level. Lastly, the character gets a certain number of secondary skills. Secondary skills are additional areas of knowledge that the character has learned through experience. They may be related to the person's occupation, but usually relate to other interests, hobbies, and entertainment. For example: In real life you may have an interest in computers and computer programming. In your spare time you read books and experiment with your computer. Before long, you can operate and understand computers better than ever and can even do some programming. You might even be good at it, but you are not at the same level as a top professional in the field (O.C.C). This is a secondary skill. An area of knowledge, usually self taught, but not at the same level as an expert trained in the subject. Secondary skills are selected from the same list of skill categories as "other" skills. The same restrictions apply, which means some skill areas may not be available. Other restrictions are that none of the skill bonuses apply to secondary skills. Nor are major areas of intense study available for selection. Skills not available for selection as secondary skills include: electrical engineering, robot electronics, mechanical engineering, robot mechanics, medical doctor, cybernetic doctor, demolitions and demolitions disposal, acrobatics, boxing, gymnastics, wrestling, and weapon systems. All secondary skills start at the base skill level of proficiency (no bonuses). Skill Penalties As a rule of thumb, there is usually a skill penalty of - 30 or - 40% when trying to figure out, operate, repair, or use alien mechanisms and technologies. The technology may be so different that the heroes will be unable to use the simplest of devices. The game master should use his/her discretion when dealing with alien sciences. Likewise, technowizardry defies conventional science and technology, which means that a mechanic or electrician may be able to ascertain what a device is supposed to do, but will not be able to operate, repair, modify, or duplicate it. In fact, they are likely to have no idea of how or why the device works at all. The special skills of techno-wizardry and magic are located in the magic section and not the skill section. The game master may also impose a reasonable penalty to situations where the character faces an unusually difficult task. A reasonable penalty will range between -10% to -30%. Again, game masters, use your discretion and be fair. Skill List COMMUNICATIONS Cryptography Laser Optic Systems Radio: Basic Radio: Scramblers Surveillance Systems T.V./Video DOMESTIC Cook Dance Fishing Play Musical Instrument Sewing Sing ELECTRICAL Basic Electronics Computer Repair Electrical Engineer Robot Electronics ESPIONAGE Detect Ambush Detect Concealment Disguise Escape Artist Forgery Intelligence Pick Locks PickPockets Sniper Tracking Wilderness Survival MECHANICAL Aircraft Mechanics Automotive Mechanics Locksmith Mechanical Engineer Robot Mechanics Weapons Engineer MEDICAL Criminal Sciences & Forensics First Aid Holistic Medicine Paramedic Medical Doctor M.D. in Cybernetics Pathology MILITARY Demolitions Demolitions Disposal PHYSICAL Hand to Hand: Basic Hand to Hand: Expert Hand to Hand: Martial Arts Hand to Hand: Assassin Acrobatics Athletics (general) Body Building & Weight Lifting Boxing Climbing Gymnastics Prowl Running S.C.U.B.A. Swimming Wrestling 23


PILOT SKILLS (Ground, Air, Water) Airplane Automobile Boat: Sail Type Boat: Motor and Hydrofoils Boat: Ship Helicopter Horsemanship Hover Craft (ground) Jet Aircraft Jet Fighter Jet Packs Motorcycle Robots and Power Armor Robot Combat: Basic Robot Combat: Elite Truck Tanks and APCs PILOT RELATED SKILLS Navigation Read Sensory Equipment Weapon Systems ROGUE SKILLS Computer Hacking Concealment Palming Pick Locks Pick Pockets Prowl Streetwise SCIENCE Anthropology Archaeology Astronomy Biology Botany Chemistry Chemistry: Analytical Mathematics: Basic Mathematics: Advanced TECHNICAL Art Computer Operation Computer Programming Language Literacy Lore: Demons & Monsters Lore: Faerie Photography Writing WEAPON PROFICIENCIES Ancient Weapon Proficiencies W.P. Archery and Targeting W.P. Blunt W.P. Chain W.P. Knife W.P. Sword Modern Weapon Proficiencies W.P. Revolver W.P. Automatic Pistol W.P. Bolt Action Rifle (hunting and sniping) W.P. Automatic and Semi-automatic Rifles W.P. Sub-Machinegun W.P. Heavy W.P. Energy Pistol W.P. Energy Rifle W.P. Heavy Energy Weapons WILDERNESS Boat Building Carpentry Hunting Identify Plants & Fruits Land Navigation Preserve Food Skin and Prepare Animal Hides Track Animals 24


Skill Descriptions Communications Cryptography: Skill in recognizing, designing, and cracking secret codes and messages. The character must study the code for two hours to attempt to break it successfully. A failed roll means the individual must study the code for an additional two hours before he can try to break it again. The character may attempt to break the code sooner, after only 10 minutes of study, but suffers a penalty of - 30%. Base Skill: 25% + 5% per level of experience. Requires: Literacy. Laser: This skill provides the character with an in depth knowledge of sophisticated laser communication systems and fiber optic communications. Base Skill: 30% + 5% per level of experience. Requires: The radio: basic, electrical engineer, and computer operation skills. Optic Systems: Provides expert training in the use of special optical enhancement equipment such as telescopic lenses, laser targeting, thermo-imagers, passive light intensifiers, infrared and ultraviolet systems, polarization, light filters, optical scanners, and related devices. Base Skill: 30% + 5% per level of experience. Adds a special one time bonus of +5% to T.V./video skill if both are selected. Radio: Basic: This is the rudimentary knowledge of the operation and maintenance of field radios and walkie-talkies, wire laying, installation, radio procedure, communication security and visual signs/communications, as well as Morse code. It does not include the ability to make repairs. Base Skill: 45% +5% per level of experience. Radio: Scramblers: This is training in the use of electronic masking, scrambling and unscrambling equipment, and codes to help foil the detection, interception and interpretation of radio transmissions by the enemy. Base Skill: 35% + 5% per level of experience. Surveillance Systems: This is the study and understanding of the operation, methods, and techniques in the use of surveillance systems. Includes motion detectors, simple and complex alarm systems, audio/ visual recording and display equipment, recording methods, amplified sound systems, miniature listening devices (bugs, line tapping), and some optical enhancement systems (specifically as they relate to camera lenses). Tailing, or following someone without their knowledge, is another form of surveillance. This also includes stake-out procedures. A failed surveillance roll indicates that the subect has spotted the tail and is aware that he is being followed/observed. A failed roll in the use of surveillance equipment means that the equipment does not function as desired, impairing or preventing surveillance; i.e., bug does not transmit, recording garbled, film blurred or fails to record, etc. A failed roll when hiding listening devices means the bug does not function and is easily discovered through the course of casual activity. Base Skill: 30% +5% per level of experience. Requires: Electronics: basic or electrical engineering and computer operation and literacy (the latter two are needed only for complex, high-tech systems). T.V/Video: In depth training in the use of video and audio recording equipment, filming, editing, dubbing, title making, duplication, and transmission. Includes the use of field equipment; i.e., portable video camera, and studio equipment; Base Skill: 25% +4% per level of experience. Domestic Note: Characters can attain professional quality by selecting the same domestic skill twice. Add a one time bonus of +10% and note that the end result is of superior quality. Cook: Skill in selecting, planning, and preparing meals. A cooking roll failure means that the cooked food is not properly prepared. It is edible but tastes bad (greasy, too spicy, sour, burnt, leaves a bad aftertaste in mouth, etc.). Base Skill: 35% +5% per level of experience. Dance: A practiced skill in the art of dancing. The character is especially smooth and graceful, a joy to dance with. Can learn new dance steps/moves much more quickly than somebody who can not dance. Base Skill: 30% +5% per level of experience. Fishing: The fundamental methods and enjoyment of the relaxing sport of fishing. Areas of knowledge include the use of lures, bait, poles, hooks, lines, and the cleaning and preparation of fish for eating. Also includes a basic knowledge of freshwater fish, their habits and taste. Base Skill: 40% +5% per level of experience. Play Musical Instrument: The individual has learned to play a particular musical instrument with a fair amount of skill. The sound is generally pleasant (except when a bad roll is made). Note that each specific instrument requires the selection of this skill. For example: A character who can play the guitar, violin, and harmonica must select the play musical instrument skill three different times, once for each instrument. Base Skill: 35% +5% per level of experience. Sewing: The practiced skill with the needle and thread to mend clothing, do minor alterations, and layout, cut and sew simple patterns. This is not a tailoring ability, but can become tailoring if the player selects this skill twice. Base Skill: 40% +5% per level of e x p e r i e Skill: 35% +5% per level of experience. Electrical Basic Electronics: This is a rudimentary understanding of the principles of electricity, simple circuits, wiring, and so on. This person can do basic wiring, repair appliances, and read schematics. Base Skill: 30% + 5% per level of experience. Computer Repair: Knowledge of the internal electronics of computers and related devices (terminals, printers, modems, etc.). The character can attempt to repair or sabotage computers. Note that figuring out the repair or sabotage procedure counts as one roll, and the actual repair is a second roll. A failed roll means the repair is faulty and does not work (try again). No computer operation or programming skills are included nor required to fix computers. Many computer repair personnel don't even know how to turn the computer on! Base Skill: 25% +5% per level of experience. Electrical Engineer: Knowledge of electricity. Characters can diagnose and locate electrical problems, repair complex electrical devices, wire entire buildings or vehicles, and build electrical equipment. The character can also attempt to bypass security systems, alarms, and surveillance systems, but at a penalty of -20% for simple systems and — 50% for complex systems (reduce these penalties by half if the character also has the surveillance systems skill). Base Skill: 30% +5% per level of experience. Requires: Advanced mathematics skill and literacy. Note: There is a — 30% penalty when working on alien or extremely unfamiliar electronics. This includes techno-wizard devices. The electrician may be able to puzzle


out some of the basic aspects of a device created by techno-wizardry, and may be able to figure out how to operate the machine, but will not be able to fully fathom how it works nor repair it. Robot Electronics: This is the complex and specialized study of robotics and robot/military engineering, microcircuitry, and artificial intelligence. It includes knowledge of the Coalition robot assault units, exoskeletons, and robot systems. Base Skill: 30% +5% per level of experience. Requires: Electrical engineering and computer sciences. There is a - 40% penalty when working on alien or extremely unfamiliar robot electronics. Espionage Detect Ambush: Training which develops an eye for spotting locations and terrains suitable for ambushes and being ambushed. It also provides a rudimentary knowledge of guerilla tactics used by the enemy. Base Skill: 30% +5% per level of experience. Detect Concealment: This is a skill which enables the individual to spot and recognize camouflage, concealed structures/buildings and vehicles, as well as the ability to construct unobtrusive shelters, use camouflage and blend into the environment. Base Skill: 25% + 5% per level of experience. Disguise: The character knows how to apply make-up, wigs, skin putty, dies, and other special effects in order to alter his appearance or that of somebody else. Base Skill: 25% + 5% per level of experience. Escape Artist: The methods, principles, and tricks of escape artists. Includes muscle control (tensing and relaxing muscles), flexing and popping joints, knowledge of knots, and the ability to conceal tiny ' objects on the person. The character can try slipping out of handcuffs, ropes, straightjacket, etc. Note: Picking locks is a separate and distinct skill. Base Skill: 30% +5% per level of experience. Forgery: The techniques of making false copies of official documents, signatures, passports, I.D.s, and other printed material. The forger must have an original or photocopy to work from in order to make an accurate copy. Skilled forgers can recognize other counterfeits at - 10%. Base Skill: 20% +5% per level of experience. Intelligence: This is the specific training in the practices and principles of recognizing and analyzing sources of information about the enemy, observation techniques, counter-intelligence measures and proper procedure. This includes the practical assessment of sights and sounds, estimation of ranges, what to report, handling prisoners of war, and handling captured documents and equipment (tagging and reporting to group leader or proper authority). This means the character will be able to accurately estimate ranges, the number of enemies, direction, purpose, and assess the importance of specific information. Further intelligence training includes a working knowledge of indigenous guerilla warfare, enemy practices, appearance, and current activities. This enables the intelligence officer to recognize . suspicious activity as guerilla actions and identify guerilla operatives. For Example: A particular booby trap, or weapon, or mode of operation, may be indicative of guerilla activity in the area. It may be up to the character to confirm the existence of the enemy and their strength, number, and location. Another area of training made available to intelligence is the identification of enemy troops, officers, and foreign advisors. This means the person learns the many distinguishing ranks and marks that identify specific military units, special forces, groups, and leaders of the enemy. Such identification can pinpoint and confirm enemy operations, goals, and movement, as well as confirm outside intervention/aid. Note: A failed roll in any of the areas of intelligence means that evidence is inconclusive, or that the character has incorrectly assessed the information/situation and is uncertain. A failed roll involving individual clues may mean the person has dismissed it entirely as being meaningless (GMs, use your discretion). Base Skill: 32% +4% per level of experience. Pick Locks: The character knows the methods and tools for picking/ opening key and basic tumbler type locks. This does not include sophisticated computer or electronic locks. It takes 1D6 melee rounds for each attempt to pick a lock. A failed roll means the lock holds; try again. Base Skill: 30% +5% per level of experience. Pick Pockets: An ability to remove items from a person without their being aware of it. If a pick pocket attempt fails, the item has NOT been removed and there is a 67% likelihood of the intended victim recognizing the intent of the action. Base Skill: 25% + 5% per level of experience. Sniper: This skill represents special training in long range rifle firing and marksmanship. Only rifles that can be made to fire a single round or blast can be used for sniping (no automatic/multi-firing rifles). Adds a bonus of +2 to strike on an aimed shot. Tracking: Visual tracking is the identification of tracks, and following the path of men or animals by the signs they leave on the ground and vegetation. Tracking is a precise art, requiring much practice. The skill includes the evaluation of tracks, indicating whether the person being tracked is loaded down with equipment, running, moving slowly (by measuring the space between steps), and so on. By this means, the tracker can estimate the person's rate of movement, apparent direction, the number of persons in the party, and whether the person knows he is being followed. Other methods of tracking require recognizing other telltale signs, such as blood and other stains, broken and displaced vegetation, overturned rocks, litter (such as cigarette butts, ration cans, candy wrappers, soiled bandages and campfire remains), and even odors carried by the wind. Tracking also includes the recognizing of dangerous animals by their tracks, habits, and feces. Likewise, tire tracks made by vehicles can reveal much, such as size and type of the vehicle, the weight of its load, etc. Counter-Tracking techniques are also known, such as covering one's trail, misdirection, parallel trails, avoiding obvious pitfalls like littering and others. A failed roll means that the signs are inconclusive, vague or misleading. Additional signs must be found to verify or clarify (roll again). Three consecutive failed rolls means the tracker has completely lost the trail. Roll once every 40 yards/meters when following a trail. Persons attempting to follow a skilled tracker are -25% when following his trail if he is deliberately trying to conceal that trail (however, his rate of travel is reduced by half)- Base Skill: 25% + 5% per level of experience. Wilderness Survival: Techniques for getting water, food, shelter, and help when stranded in wild forests, deserts, or mountains. Characters without this skill will not be able to stay healthy for more than a few days in the wilderness once their supplies run out. Base Skill: 30% + 5% per level of experience. Mechanical Aircraft Mechanics: The understanding of aerodynamics and the training to repair, rebuild, modify, and redesign conventional aircraft, including single engines, twin engine airplanes, jets, helicopters and hovercraft. Robot body armors and high tech military vehicles are not included (see robot mechanics). Base Skill: 25% + 5% per level of experience. 26


Automotive Mechanics: The ability to repair, rebuild, modify, and redesign conventional vehicles with internal combustion (gas) engines. It also includes body work, turbine engines, methanol, ethanol and diesel truck engines. Working on hover jet systems for ground vehicles is possible, but with a -20% penalty. Working on reactor engines there is a -40% penalty. Base Skill: 25% +5% per level of experience. Locksmith: The study of lock designs and the ability to repair, build, modify and open locks. The methods, techniques, and tools of lock picking include the old-style key and tumbler, combination, and modern electrical locking systems. Time requirements: 1D4 melees to open an antiquated key type lock or simple tumbler/combination type, 1D4 minutes to open an elaborate tumbler type, 2D4 minutes to open a simple electronic lock (usually by patching in a bypass system), and 1D4 hours to break a complex, state-of-the-art electronic lock system such as those used in high security and restricted areas. Super high-tech systems, such as those used by the Coalition's military and government, will require 3D4 hours and have a skill penalty of -20%. If an unsuccessful skill roll is made, the lock is not opened and the process must be repeated. If an attempt to open an electronic lock fails, roll again. A second failed roll means that the lock is irreparably damaged and can not be opened! Base Skill: 25% +5% per level of experience. Requires: At least basic electronics skill ( — 5% penalty when working on complex or high-tech locks) or electrical engineer ( + 5% bonus). Mechanical Engineer: Training, understanding, and knowledge of how machinery is designed, operated, built, and maintained. Characters can attempt to redesign, modify, repair, construct, or sabotage mechanical devices (includes nuclear reactor driven turbines and atomic engines). The player must first roll to see if his character can figure out how to operate/analyze/design a machine. When a successful diagnostic roll has been made, roll again to determine when the character can fix/change/build the mechanism. Base Skill: 25% + 5% per level of experience. Special Bonus: Add a one time bonus of 5% to the locksmith and surveillance systems skills if mechanical engineering is also known. There is a -30% penalty when working on alien or extremely unfamiliar mechanics. This includes techno-wizard mechanics. The mechanic may be able to puzzle out some of the basic aspects of a device created by technowizardry, and may be able to figure out how to operate the machine, but will not be able to fully fathom how it works nor repair it. Requires: Basic or advanced mathematics, at least basic electronics, and literacy. Robot Mechanics: This is the specific study of advanced mechanics as it applies to robotics. Those skilled in this discipline can repair, modify, build, and sabotage robots, including the creations of the Coalition, power armor, and exoskeletons. There is a 30% penalty when working with alien or extremely unfamiliar mechanics. Base Skill: 20% +5% per level of experience. Requires: Mechanical engineer skill and related requirements. Weapons Engineer: This skill is usually reserved for military personnel. The character can maintain, repair, modify, mount, and figure out most weapon systems, including rail guns, energy weapons, and atomic power systems. He can repair an assault rifle and recharge an energy clip to installing a missile system into a vehicle. The engineer can also add and repair body armor and is an expert welder. Base Skill: 25% + 5% per level of experience. Requires: Mechanical engineering and basic electronics. Note: Techno-wizardry is a special skill and ability described in the Techno-wizard section. Medical Criminal Sciences & Forensics: Basic knowledge of police skills including basic criminal law, fingerprinting, ballistics (matching bullets to weapons and angles of impact), and general investigative techniques. Forensic medicine is the methods and techniques which enable the character to find evidence regarding the cause of death, time of death, and other details when examining a corpse. Base Skill: 35% +5% per level of experience. Requires: Biology, chemistry, chemistry: analytical, advanced mathematics, and literacy. First Aid: Rudimentary medical treatment which includes how to bandage wounds, stop bleeding, administer CPR/artificial respiration, and use antiseptics and common anti-inflammatory drugs and painkillers. Base Skill: 45% +5% per level of experience. Holistic Medicine: Training in the recognition, preparation, and application of natural medicines usually made from whole plants and/or their parts (roots, leaves, fruit). The holistic doctor is basically a natural pharmacist and naturalist who creates drugs from vegetation and studies common ailments. He can find and use plants to create salves, balms, ointments, and lotions to soothe burns, boils, rashes, and insect bites, reduce swelling, as well as create local anesthetics, and to heal wounds faster (twice as quick as normal). Potions and tonics are created to settle upset stomachs, induce drowsiness, or hallucinations. The individual can also make alcohol and poison (hemlock and mandrake for example). The student of herbology also has a good knowledge of plant lore and when and where to find healing plants, edible fruit, roots, and bark, as well as how to use and/or avoid dangerous flora. The character can also preserve foods and knows how to set and mend bones, bandage cuts, and suture cuts. Note: Plants are seasonal and the right root or leaf may not be readily available in certain times of the year/season, or may be found exclusively in remote regions. Game masters should use a certain amount of common sense and drama with this skill. Base Skill: 20% + 5% per level of experience. A failed roll means the treatment or concoction did not work. Paramedic: An advanced form of emergency medical treatment which includes all first-aid techniques, the setting of broken bones, suturing of wounds, use of oxygen and emergency medical equipment, administering of drugs, knowledge of how to move a critically injured person, the removal of cybernetic prosthetics, and other life-saving techniques. A failed roll means the patient has not responded to treatment or that the treatment has been improperly administered. Note: For serious injury or coma, roll three times, consecutively, on percentile dice. A roll of two successful out of three means the wound has been properly treated or that the patient's condition has been stabilized. Failure means the patient's condition is unchanged. Another character can immediately attempt to apply medical aid or the same player can try again, but only after the character has spent six minutes for reexamination and/or concentration on the problem. Base Skill: 40% +5% per level of experience. Medical Doctor: The medical doctor is a trained surgeon and has a doctorate in the medical sciences. Areas of training include: clinical skills, medical discipline, code of ethics, physiology (muscle, respiratory, blood, body fluids), pathology (diseases, their structure and function), rudimentary pharmacology (use, reaction, and interaction of drugs), laboratory skills, and techniques and methods of data collection. The medical doctor (M.D.) is also a trained surgeon and has a basic knowledge regarding cybernetics. This means the M.D. can remove and attach most cybernetic mechanisms (although at a penalty of - 1 0 % , and -40% 27


on bionics). Base Skill: 60/50% +5% per level of experience. The first percentage number is the doctor's ability to accurately diagnose the problem. The second percentage number is the doctor's skill at successfully treating the problem. Requires: Biology, pathology, chemistry, basic or advanced mathematics and literacy. M.D. in Cybernetics: This doctor in a specialist is the science of cybernetics and a master surgeon. The character has all the basic knowledge and requirements of the regular M.D., although his diagnostic skills are nowhere near as honed, but is a specialist in surgery and the removal of limbs and internal organs and the surgical attachment of cybernetic replacements (artificial organs and prosthetics). He can also repair cybernetic prosthetics (if not too badly damaged). Base Skill: 40/60% +5% per level of experience. The first percentage number is the "Cyber-Doc's" ability to accurately diagnose and treat a non-surgical problem/illness. The second percentage number is the doctor's ability to perform complex surgery, remove and install all types of cybernetic organs and devices. The cyber-doc can also work on bionic implants and systems but suffers a -15% skill penalty. Bionic sciences is much more complex and machine oriented than cybernetics. Note: An M.D. in Cybernetics can become a bionics surgeon (M.D.B. in cybernetics) by selecting this cybernetics skill twice and electrical engineering (and must have all the M.D. requirements). This will make him a master in all of the cybernetic and bionic sciences. There is now no penalty for installing bionics and there is a special bonus of +10 added to the character's surgery skill. The M.D.B. can also repair, modify, design, and build bionic and cybernetic devices. Game Master's Note: One can not create a bionic implant in a garage. The character will need access to a cybernetics or bionics laboratory to build or modify an artificial implant. Even a high-tech medical facility will not have the necessary components to create a cybernetic or bionic mechanism, although it may have access to them. Pathology: This branch of medicine deals with the nature of diseases, their cause, and symptoms, and the functional and structural changes caused by disease. Training includes anatomy, physiology, cell biology, manifestation of disease, tissue injury and repair, abnormal cell structure, metabolism, diagnosis of human diseases, tissue culture methods and applications, analysis of drugs in biological samples and laboratory research, investigative methods, and use of instruments and equipment. Base Skill: 40% + 5% per level of experience. Requires: Biology, chemistry, and literacy skills. Military Demolitions: Demolitions provides the person with an advanced knowledge in the use and workings of explosives and detonation devices for the purpose of blowing up bridges, buildings, and sabotage. This includes all types of explosives, such as mines, dynamite, plastics, nitro, blasting caps, etc. It also includes a basic understanding of the strategic placement of mines and booby traps. This will increase the character's awareness of suspicious rope, string, and wire. Base skill: 60% + 3% per level of experience. A failed roll means a dud; no explosion. Demolitions Disposal: This skill enables the character to safely defuse unexploded mines, bombs, explosive booby traps, dud artillery rounds, dud explosive charges, or any other explosive device. Base Skill: 60% + 3% per level of experience. Physical Special Note: One of the unique aspects of this RPG is that the player can increase his or her character's physical attributes (P.S., P.P., P.E., Spd., S.D.C.) by selecting physical skills that will build and develop the body's muscles and endurance. ALL attribute and skill bonuses are accumulative. However, a specific physical skill may only be chosen once, including hand to hand skills. There are four major kinds of fighting techniques available to the characters. Boxing and wrestling adds to the techniques and power of a specific hand to hand training. Characters without combat training have one hand to hand attack per melee at levels one and two, but get a second attack at level three and a third attack at level nine. Hand to Hand: Basic: Provides elementary fighting techniques and methods of attack and self-defense as taught in military basic training or in self-defense classes. See the combat section for listing of specific abilities. Hand to Hand: Expert: An advanced form of self-defense and unarmed combat usually taught to commandos. See the combat section for listing of specific abilities. Hand to Hand: Martial Arts: This is some form of oriental fighting skill (karate, kung-fu, etc.) that teaches advanced hand to hand combat. See the combat section for listing of specific abilities. Hand to Hand: Assassin: This is an advanced form of combat with an emphasis on immobilizing or killing one's opponent quickly. See the combat section for listing of specific abilities. Acrobatics: Aerial feats of agility and strength, such as walking a tightrope, high wire, trapeze, and stunts performed above ground. Other physical abilities include rolls, somersaults, leaps, and falls. Provides all of the following: Automatic kick attack at first level; IDS damage. 60% +5% per level — Sense of balance 60% + 3% per level — Walk tightrope or high wire 80% + 2% per level — Climb rope 60% +5% per level — Back flip 40% base climb ability or adds a + 15% to climb skill. 30% base prowl ability or adds a +5% to prowl skill. + 2 bonus to roll with punch or fall +1 to P.S. + 1 to P.P. +1 to P.E. + 1D6 to S.D.C. Athletics (general): Training in, and enjoyment of, vigorous exertion for competitive sports, exercises, and contests of strength, endurance, and agility. Provides the following bonuses: + 1 to parry and dodge + 1 to roll with punch or fall +1 to P.S. +1D6 to Spd. + 1D8 to S.D.C. Body Building & Weight Lifting: The building of muscle tone and body strength through weight lifting and exercise. Provides the following: + 2 to P.S. +10 to S.D.C. Boxing: Classic art of fighting with fists. Training helps build the body and reflexes. Skilled boxers will automatically knockout an opponent on a roll of a natural twenty. The victim of a knockout will remain unconscious for 1D6 melees. Unlike normal knockout/stun, the player does not have to announce that he is trying to knockout his opponent before making a roll to strike. The following bonuses are provided: + One additional attack per melee. + 2 to parry and dodge + 1 to roll with punch or fall + 2 P.S. + 3D6 on S.D.C. 28


Climbing: Knowledge of the tools and techniques for climbing up sheer surfaces. Players should roll once for every 20 feet (6 m) of a vertical climb. If the roll fails, it means he is losing his grip; however, every "skilled" climber gets a chance to regain his grip, roll again. Two consecutive failed rolls means the character falls. Base Skill: 40% + 5% per level of experience. Rappelling is a specialized rope climbing skill used in descending from helicopters, scaling walls and cliff facings. For game purposes, rappelling will include ascending and descending climbs. Base Skill in rappelling: 30% +5% per level of experience. Gymnastics: Learning to do falls, rolls, tumbles, cartwheels, somersaults and to work the parallel bars and rings. This sport builds great upper body strength, grace, and balance. Provides all of the following: Automatic kick attack at first level; 2D4 damage. 50% + 5% per level — Sense of balance 60% + 3% per level — Work parallel bars & rings 70% + 2% per level — Climb rope 70% + 5% per level — Back flip 25% base climb ability or adds a +7% to climb skill. 30% base prowl ability or adds a +5% to prowl skill. + 2 bonus to roll with punch or fall + 2 P.S. +2 to P.E. + 1 to P.P. +2D6 to S.D.C. Prowl: This skill helps the character to move with stealth; quietly, slowly, and carefully. Techniques include balance and footing, short steps and pacing, rifle positioning, prone positions for low visibility, and crawling. A failed prowl roll means that the character has been seen or heard. If the prowl roll is successful, then the character is not seen or heard and may make a sneak attack. Base Skill: 25% + 5% per level of experience. Running: A routine of running and exercise to build speed and endurance. Provides the following: + 1 to P.E. 4D4 to Spd 1D6 to S.D.C. Swimming: The rudimentary skill of keeping afloat, dives, swimming and lifesaving techniques. The percentile number indicates the overall quality of form as well as skill of execution. A character can swim a distance equal to 3x his P.S. in yards/meters per melee. This pace can be maintained for a total of minutes equal to his P.E./endurance. Base Skill: 50% +5% per level of experience. S.C.U.B.A.: The letters S.C.U.B.A. stand for Self-Contained Underwater Breathing Apparatus. Individuals learn the methods and equipment needed for skin diving and underwater swimming. A character can swim a distance equal to 2x his P.S. in yards/meters per melee. This pace can be maintained for a total of minutes equal to his P.E./endurance. Base Skill: 50% +5% per level of experience. Note: The maximum safe depth one can go without getting the bends is about 120 feet (36.5 m). Deeper depths are possible with depressurization, special suits and submarines. Swimming is required to S.C.U.B.A. Wrestling: As taught in old high schools and colleges, wrestling is more of a sport than a combat skill, but it does provide some useful combat moves. Provides the following: Body block/tackle does 1D4 damage and the opponent must dodge or parry to avoid being knocked down (lose one melee attack if knocked down). Pin/incapacitate on a roll of 18, 19, or 20. Crush/squeeze does 1D4 damage per squeeze attack. + 1 to roll with punch or fall + 2 to P.S. + 1 to P.E. + 4D6 to S.D.C. Pilot Skills (Ground, Air, Water) Airplane: Includes old propeller, single and twin engine types. Base Skill: 50% +4% per level of experience. Automobile: Manual and automatic transmission; includes dune buggies, jeeps, and small trucks. Base Skill: 60% +2% per level of experience. Boat: Sail Type: Small sailing and medium-sized sailing yachts, and fishing boats. Base Skill: 60% +5% per level of experience. Boat: Motor and Hydrofoils: These include all types of small motor driven boats and yachts. Base Skill: 55% +5% per level of experience. Boat: Ships: This includes all large sailing and motor driven sea-faring vessels. Base Skill: Sailing ships: 45% + 5% per level of experience. Motor driven ships: 44% +4% per level of experience. Helicopter: The specialized skill required to fly all types of helicopters, including combat 'copters (but must have the weapons systems skill to operate weapons on a combat helicopter). Base Skill: 35% +5% per level of experience. Horsemanship: In this devastated and mutated land, the horse has become a popular means of transportation. The skill includes the basic principles of riding, the care and feeding of the animal, recognizing breed and quality, charging, and jumps. The percentile number is used whenever the character tries to determine breed, quality, and when performing special jumps or maneuvers. Base Skill: 40% + 4% per level of experience. Special Bonuses: The horseman has the advantage of height, leverage, and velocity when attacking on a horse. This provides the following bonuses when charging on horseback: + 1 to parry and dodge, +4 damage. Note that a person can not shoot a projectile weapon of any kind (bow and arrow or gun) with any degree of accuracy. An aimed shot is impossible on a moving animal! Bursts are possible if the horse is moving quickly, but not at a full gallop. At full gallop, the shooter can fire only as wild. Hover Craft (ground): The knowledge needed in piloting hover cycles and other hover vehicles used for ground transport. These vehicles can be tricky, because they utilize several air jets and directional thrusters that push the craft along, above the ground, on a cushion of air. The vehicles can usually attain great speeds, are capable of driving over incredibly rugged terrains, and make sensational jumps over small craters and ravines. Base Skill: 50% +5% per level of experience.


Jet Aircraft: Includes large and small commercial transport jets. Base Skill: 40% + 4% per level of experience. Jet Fighters: Training includes flying, maneuvering, aerial combat strategies, and typical fighter jet weapon systems. Base Skill: 40% +4% per level of experience. Jet Packs: This is the piloting skill for backpack like units that strap to the back of an individual to carry him airborne. The typical jet pack is a one person unit capable of hovering above the ground and flying at an average altitude of 300 feet (91.5 m). Base Skill: 42% + 4% per level of experience. Motorcycle: This skill includes the piloting of all two and three wheeled vehicles such as motorcycles of all types, dirt bikes, and mopeds. Base Skill: 60% + 4% per level of experience. Robots and Power Armor: Characters with this skill are taught the fundamentals of maneuvering giant robots (utilized by the Coalition) and power armor suits (such as Glitter Boy armor). These are robot exoskeletons and vehicle type robots that require a pilot and/or crew. The training focuses on piloting, not combat; thus, robot combat is a separate and distinct skill (see Robot Combat skills). Base Skill: 56% + 3% per level of experience. Robot Combat: Basic: Unlike the elite robot combat training that follows, the basic combat training gives the pilot a fair working knowledge of most robot-vehicle systems and their most basic combat capabilities. The pilot will be able to pilot and use the various weapon systems and fighting capabilities, but not at full efficiency. Players should take note of the Basic Robot Combat Training tables in the combat section. Robot Combat Elite: Each robot or power armor type has a different weapon system, hand to hand aptitude, and quirks that make each specific type unique. Because each handles differently, the elite pilot studies individual robot war machines to familiarize himself with every element of that specific robot. This means the pilot must select the Robot Combat: Elite skill for each specific robot type in which he desires to be an expert operator to enjoy its maximum combat effectiveness. Elite training automatically gives the pilot a basic understanding and ability to pilot ALL standard types of robot vehicles at the "basic" level as well. The Hand to Hand Bonuses from Robot Combat Training lists the exact combat abilities, damage, and bonuses for each specific robot type. They are found in the combat section. Robot Combat: Elite is usually reserved for specialists in the military and mercenaries such as the infamous Glitter Boys; however, just about anybody can learn to pilot and fight with a robot. Note: There is no base skill as the pilot has specific skills and bonuses as he progresses in level of experience, much like hand to hand combat. Power Armor: Man-size and giant Humanoid exoskeleton type: Man-size and giant Insect style Truck: This piloting skill specifically applies to large cargo and trans- '. port vehicles like eight to sixteen wheeled commercial trucks and multi-ton transports. Base Skill: 40% + 4% per level of experience. Tanks and APCs: Military vehicles often have unconventional controls and handle differently than conventional vehicles, especially the many ton, armored combat vehicles such as tanks and armored personnel carriers (APC). Thus, special training is required to pilot them. Base Skill: 36% +4% per level of experience. Pilot Related Skills Navigation: Training in map reading, star charts, course computation, following landmarks, and use of navigational equipment. Includes land, air, and water navigation, as well as piloting by instruments alone. A failed roll means the pilot is off course. Roll 2D6x100 for most aircraft, 4D6 x 100 for jets, and 2D6 x 10 for ground vehicles to determine how many miles/kilometers they are off course. Roll for every hour that one is off course. Base Skill: 40% +5% per level of experience. Requires: Basic math, read sensory equipment, and at least minimal literacy. Read Sensory Equipment: Individuals with this training can operate, maintain, understand, and "read" or interpret sensory data from all types of conventional sensor devices. These devices include radar, sonar, motion detectors, surveillance equipment, optical enhancements, instrument panels, and so on. Note that characters without this skill cannot understand nor operate aircraft, radar, or detection/ surveillance equipment. Base Skill: 30% + 5% per level of experience. Weapon Systems: This is the complete understanding of weapon units and systems incorporated into military vehicles, power armor, and robot vehicles. It includes lasers, particle beams, rail guns, missile and grenade launchers, cannons, and vehicle/robot weapon systems. Adds a special bonus of +1 to strike when using these types of weapons; this does not include hand-held weapons (see Weapon Proficiencies). Base Skill: 40% +5% per level of experience. Rogue Skills Computer Hacking: This is a computer skill similar to computer programming; however, the emphasis of the skill is breaking computer access codes to gain illegal access to other computer systems and steal or sabotage its data. The character is an expert in tracing computer data, bypassing defense systems, and breaking ("hacking") codes; add a one time bonus of + 5% to the cryptography, surveillance, and locksmith (electronic and computer controlled locks only) skills if the character is a hacker. Base Skill: 15%+ 5% per level of experience. Requires: The ability to read and write, computer operation, computer programming, and at least basic mathematics. Concealment: The practiced ability to hide small items on one's body or in hand, usually by continually moving it around from hand to hand or place to place unnoticed. Objects must be no larger than 14 inches in height and depth, and six inches in width. The weight must also be 10 pound or less (4.5 kg). The smaller and lighter the object, such as knife, gem, key, credit card, etc., the easier it is to conceal (add a bonus of + 5%). Larger items, such as a book, scroll, club, statue, or similarly large or heavy object, are more difficult to conceal on one's person for obvious reasons. Base Skill: 20% +4% per level of experience. Palming: Simply the ability to pick up and seemingly make a small object, such as a coin, key, credit card, disappear by concealing it in one's hand. Adds a bonus of + 5% to the pick pocket skill. Base Skill: 20%+ 5% per level of experience. Pick Locks: The character knows the methods and tools for picking/ opening key and basic tumbler type locks. This does not include sophisticated computer or electronic locks. It takes 1D6 melee rounds for each attempt to pick a lock. A failed roll means the lock holds; try again. Base Skill: 30%+ 5% per level of experience. Pick Pockets: An ability to remove items from a person without their being aware of it. If a pick pocket attempt fails, the item has NOT been removed and there is a 67% likelihood of the intended victim recognizing the intent of the action. Base Skill: 25%+ 5% per level of experience. 30


Prowl: This skill helps the character to move with stealth; quietly, slowly, and carefully. Techniques include balance and footing, short steps and pacing, rifle positioning, prone positions for low visibility, and crawling. A failed prowl roll means that the character has been seen or heard. If the prowl roll is successful, then the character is not seen or heard and may make a sneak attack. Base Skill: 25% +5% per level of experience. Streetwise: This skill instills an understanding of the darker side of city life and the scoundrels who roam the streets. The streetwise character will be able to recognize gang members by their actions and philosophies, gang colors (emblems and clothing that denote membership to a particular organization), gang symbols and mannerisms, and dangerous locations and gangland haunts. The individual will also recognize a potential brawl situation, assess a gang member's rank/power in the organization, and know some of the hangouts, modes of operation, rituals, ethics, and perhaps even notorious gang leaders of the more infamous street gangs. This skill also includes the ability to recognize and locate black market dealers/ organizations, illegal cyber-doc clinics, drugs and arms dealers, and similar criminal outfits. Base Skill: 20% +4% per level of experience. Science Note: In the world of Rifts, the majority of people can not read nor write. Most of the science skills require literacy as a prerequisite skill. Anthropology (everything can be committed to memory) and mathematics are the only exceptions. Anthropology: This is the behavioral study of man and other intelligent life-forms and their environments. Studies include societies, customs and beliefs, religions, political structure, as well as rudimentary history and archaeological background. It is important to note that anthropology is more concerned with the study of modern races and societies than it is with ancient ones. This is especially important when dealing with other races and cultures in the present time in order to avoid accidentally breaking taboos or codes of behavior. It will also tell the anthropologist whether he may be dealing with a dangerous people (hate humans, fear technology or magic, are cannibals, worship demons, etc). The skill can also be used in the examination of items/artifacts and ruins to identify the probable people/race, purpose, and technological level. The character can identify the period in which the item was used (contemporary or ancient), but is not skilled enough to tell whether an item is an authentic artifact or a forgery. In the world of Rifts, few humans and fewer non-humans know much about humankind or the world before the rifts. The anthropological student is one of the few who is well versed in the legends and few facts about the "Time of Man." As a result, he can often identify pre-rifts technology and man-made creations. He is also knowledgeable in their black market value and the many laws that prohibit the possession, sale, and scavenging of ancient artifacts. Base Skill: 20% + 5% per level of experience. Archaeology: This is the scientific study of relics of ancient civilizations by excavation and other means. Studies include proper excavation (digs) techniques, analysis, preservation, restoration, and dating methods (including carbon dating), as well as a rudimentary history and anthropology background. Like the anthropological student, the archaeologist is one of the few who is well versed in the legends and few facts about the "Time of Man." He is an expert in the identification of pre-rifts technology and man-made creations, from books and clothing to vehicles and buildings. The character can ascertain whether the item is an ancient artifact or of recent construction, and therefore, if an item is an authentic artifact or a forgery. He is also well versed in their black market value and the many laws that prohibit the possession, sale, and scavenging of ancient artifacts. For example: The possession of books (even comic and children's books), video discs, or other pre-rifts educational or technological data is illegal by the decree of the Coalition. Failure to turn such items over to the government is a serious crime punishable by imprisonment or death. Base Skill: 20% + 5% per level of experience. Astronomy: The study of the stars and other celestial bodies, their movements, positions, cycles, alignments, and interrelations with the earth and each other. This knowledge can also be used to determine direction, approximate distances, identify seasons, and tell the time of day. Base Skill: 25% +5% per level of experience. Biology: Basic understanding of cells, anatomy, physiology, evolution, and genetics. The character will know how to use a microscope, cultivate bacteria, and how to classify new organisms. Base Skill: 30% + 5% per level of experience. Botany: Plants, their categories and functions, are studied extensively. Characters will know the basics of cross-fertilization and germinating, as well as growing experimental plants. Base Skill: 25% + 5% per level of experience. Chemistry: The basic understanding of chemical principles and formulae. Characters know enough chemical laboratory procedures for analyzing and synthesizing chemical compounds to act as competent assistants. Base Skill: 30% +5% per level of experience. Chemistry — Analytical: Training in chemical engineering theories useful in the analysis of compounds and their practical applications. Characters will be highly skilled in the use of laboratory equipment and can analyze and synthesize chemicals. Base Skill: 25% +5% per level of experience. Requires: Chemistry, advanced mathematics, and literacy. Computer operation is strongly suggested but not required. Mathematics — Basic: Knowledge of basic math, including the ability to count, addition, subtraction, multiplication, division, and fractions. Base Skill: 45% + 5% per level of experience. Mathematics — Advanced: Knowledge of all basic and advance mathematics, including algebra, geometry, trigonometry, calculus, and techniques for using advanced mathematical formulae. Base Skill: 45% + 5% per level of experience. Note: Literacy and Computer skills are found under Technical skills and computer hacking is found under Rogue Skills. Technical Art: The ability to draw or paint or sculpt or do craft-work. Scholastic art training indicates a professional quality, while a secondary skill indicates a talented amateur. Base Skill: 35% +5% per level of experience. Computer Operation: A knowledge of how computers work, along with the skills to operate peripherals like keyboards, printers, and modems. Characters can follow computer directions, enter and retrieve information, and similar basic computer operations. However, this does NOT include programming or hacking. Base Skill: 40% +5% per level of experience. Requires: Literacy. Computer Programming: Advanced computer knowledge that includes designing, programming, debugging, and testing computer programs and software. Hacking is possible, but at a penalty of — 40% unless the character also has the computer hacking skill (see Rogue Skills). Base Skill: 30% +5% per level of experience. Requires: Computer operation and literacy. Language: Characters with a language skill can understand and speak in a language other than their own native tongue. Language is one of the few skills that can be selected repeatedly in order to select 31


several different languages. Each selection gives the character knowledge of a different language and costs one skill selection each time. There are nine major languages in the world of Rifts, they include: American (English, the universal language of the American continents), Techno-can (Basic but modified American/English; a universal computer/techno language used in high-tech computer communications and systems. Not used as an everyday spoken language but as a specialized tech-language developed for technical journals and as a universal computer language), Spanish (the second major tongue of the Americas), Japanese, Chinese, Euro (a blend of Russian, German, and Polish), Dragonese (elven from the Palladium Fantasy RPG), Gobblely (goblin, hob-goblin, orc, and ogre from the Palladium RPG), and Faerie Speak (faerie folk as found in the Palladium RPG). Base Skill: 50% +5% per level of experience. Literacy: The written word is more valuable than ever in the world of Rifts, yet, sadly, the majority of the world's population can not read or write. Illiteracy is encouraged by the Coalition as it is a means of securing the empire's power base and hold over the people. Those who are literate will be viewed with suspicion unless they are a member of the Coalition's elite aristocracy or military. Like the language skill, the character may be able to read and write several different languages, but each language counts as a separate skill selection. American/English is the official written language of the Coalition. Base Skill: 30% +5% per level of experience. Lore — Demons and Monsters: This is the study of demonic creatures and supernatural monster lore throughout the ages and around the world. It includes the beliefs of ancient and primitive cultures, as well as documentation in the modern Rifts world regarding demons, vampires, possession, places of magic, reputed places of demonic habitation or attraction, and the study of legendary and known supernatural beings, including their known habits, appearance, weaknesses, strengths, powers, and abilities. The master of demon lore may be able to identify a particular type of monster by hearing its description or a description of its actions, seeing a drawing or photograph or footprint, or by how it acted, killed, or exhibited certain abilities. Base Skill: 25% +5% per level of experience. Lore — Faerie: This skill is effectively the same as the previous Demon and Monster lore skill, except that the emphasis of the lore is on faerie folk. Since the coming of the rifts and magic, the faeries of ancient myths have proven to be quite real and often encountered in the wild, especially near ley lines and nexus points. Faerie folk include faeries, sprites, pixies, brownies, bogies, toad stools, pucks, kelpies, gnomes, ogres, and a host of other supernatural beings. Base Skill: 25% + 5% per level of experience. Photography: Training in the art of still photography, the use of lighting, cameras, lenses, filters, and other camera equipment, as well as storage, development, enlargement, and duplication of film/ photos. Base Skill: 35% +5% per level of experience. Writing: The ability to write prose (stories), poems, or journalistically (articles, reports, news). Scholastic training indicates a professional quality, while the secondary skill indicates a talented amateur. A failed roll means an awkward and poorly written work that is boring and difficult to understand. Try again. Note that the written word can be a powerful tool in the ignorant and oppressed society of the Coalition. Base Skill: 25% +5% per level of experience. Requires: Literacy. Weapon Proficiencies Note: There are two categories of weapon proficiencies (W.P.): Ancient and Modern. Ancient Weapon Proficiencies: Each ancient W.P. provides combat training with a particular type of weapon. The result is hand to hand combat bonuses to strike and parry whenever that particular weapon is used. All bonuses are accumulative. Each W.P. counts as one skill. The character may select several W.P.s or few. Note: Characters without a W.P. can use any weapon, but without benefit of the W.P. bonuses. W.P. Archery and Targeting: This is an expertise with thrown and bow weapons. It includes throwing spears, forks, slings, short bows, long bows, crossbows, and modern bows. Bonuses: Add 20 feet (6 m) to the normal effective range per level of the character, + 1 to parry with that weapon (effective at level one), and + 1 to strike at levels 2, 4, 6, 8, 11, and 14. Note: The character loses all bonuses and rate of fire is half when riding on horseback or a moving vehicle. Rate of Fire: Two at level one, + 2 at level three, + 1 at levels 5, 7, 9, and 12. Bow Type and Ranges Damage Per Arrow/Weapon Boomerangs — 60 ft/18 m Throwing Sticks & Irons — 30 ft/9 m Sling — 80 ft/24 m Spear — 100 ft/ 30. 5 m Short Bow — 340 ft/104 m Long Bow — 640 ft/195 m Modern Compound Bow — 700 ft/213 m Traditional Crossbow — 600 ft/182 m Modern Crossbow — 700 ft/213 m 1D6 damage 1D6 damage 1D6 damage 1D6 damage 1D6 damage 2D6 damage 2D6 damage 1D8 damage 2D6 damage W.P. Blunt: Training with all types of blunt weapons including maces, hammers, cudgels, pikes, staves, and clubs. Bonuses: + 1 to strike and parry at level one, add another + 1 to strike and parry at level four, and another + 1 to strike and parry at levels eight and 13. W.P. Chain: Training with all types of chain weapons including ordinary lengths of chain, nunchaku, flail, and ball or mace and chain. Bonuses: + 1 to strike at level one, add another + 1 to strike and parry at level four, add another + 1 to parry at level eight, and +1 to strike and parry at level 13. W.P. Knife: Training with all types of knives. Bonuses: + 1 to strike when thrown on level one, + 1 to strike and parry at level two, add another +1 to parry at level four, add another +1 to strike and throw at level seven, add + 1 to parry at level eight, and +1 to strike, parry, and throw at level 11 and 15. W.P. Sword: Combat skills with large and small swords, including fencing type training. Includes rapiers, sabers, two handed, and short swords. Bonuses: +1 to strike and parry at level one, an additional +1 to strike and parry at level three, add another at levels seven, eleven, and fourteen. Modern Weapon Proficiencies: These are areas of training and practiced skill with a particular type of modern weapon. Each W.P. counts as one skill selection. Modern W.P. bonuses are found in the combat section under Modern Weapon Proficiency Explanation. Characters with no knowledge of modern weapons can fire loaded weapons, but will take twice as long to reload and always shoot "wild"; no bonuses to strike. W.P. Revolver: All cylinder style handguns; not automatic (trigger must be pulled each time the gun is fired). W.P. Automatic Pistol: All modern military automatic pistols (automatic means the weapon keeps firing while the trigger is depressed and until the trigger is released or the rounds are all expended). W.P. Bolt Action Rifle (hunting & sniping): Includes most hunting rifles; not an automatic firing weapon. W.P. Automatic and Semi-automatic Rifles: Includes all assault rifles like the M-16 and AK-47. W.P. Sub-Machinegun: Includes all small arms automatic weapons like the uzi. W.P. Heavy: Includes machineguns, bazookas, LAWS, arid mortars. 32


W.P. Energy Pistol: Includes lasers and all types of energy firing small arms. W.P. Energy Rifle: Includes all long range energy firing rifles. W.P. Heavy Energy Weapons: Includes plasma ejector, rail guns, and similar high tech, mega-damage weapons. Wilderness Boat Building: This skill enables the character to build a variety of rafts, small rowboats, large flatbed boats, and canoes. A small raft (two man) can be made within 1D6+ 1 hours if the lumber or other suitable materials and tools are readily available. A large raft will take about 4D6 hours, a canoe, 2D6 days, rowboat, 4D4 days, large flatbed, lD4x 10 days. Time is doubled or tripled if trees must be cut down and wood prepared. Of course, the time can be reduced if several knowledgeable people are working on the construction. A failed skill roll means the boat has leaks. Trying to patch it will require 4D4 hours. Base Skill: 25%+ 5% per level of experience. Carpentry: A fundamental knowledge of working with wood. The character knows how to prepare, treat, and preserve wood, recognize quality craftsmanship, can repair damaged wood and wood items, and build (chests, chairs, tables, cabinets, houses, etc.). Adds + 5% bonus to the boat building skill if taken. Base Skill: 25% + 5% per level of experience. Hunting: The skill of killing and preparing an animal for food. Special Bonuses: Add the following bonuses to the appropriate skills: + 2% prowl, +5% track animals, +5% skin animals, +5% wilderness survival, and +5% to cook the catch only. No base skill. Identify Plants & Fruits: Training in the recognition of the many different types of plants and vegetation and where they grow. The emphasis is placed on edible, herbal, and poisonous plants. Base Skill: 25% +5% per level of experience. Land Navigation: This skill enables the person to stay on course while traveling over land by means of observation. It includes mentally marking/recognizing geographic landmarks, estimating distance and movement, recognizing sounds, night travel, and other navigational tricks. The player should roll once for approximately every three miles (4.8 km) traveled. A failed roll means the character is drifting off course; 2D10x100 yards/meters. Consecutive failed rolls means the individual does not realize that he's off course and continues in the wrong direction. Note: A group of average men can cover about five miles (8 km) an hour at a brisk, but relaxed, pace through grassland, along dirt roads or pavement. Travel through dense forest or jungle at a cautious pace, with eyes open for danger, is about one mile (1.6 km) an hour. Heavy rain or snow, fog, swamps, etc., will also reduce speed. Base Skill: 36% +4% per level of experience. Preserve Food: Knowledge in the preparation of foods for storage and later consumption. Includes canning fresh fruit and vegetables, making jams and honey, drying fruit, vegetables, and herbs, drying meat and fish, plus various smoking, salting, and pickling methods. Base Skill: 25% +5% per level of experience. Skin and Prepare Animal Hides: Training in the methods and techniques in skinning, tanning, stretching, and preserving animal hides as fur or leather. Adds a + 5% bonus to the sewing skill. Base Skill: 30% +5% per level of experience. Track Animals: This skill enables the character to identify an animal by its tracks, scent, spoor, and habits. The individual can also follow the animal's tracks and other signs. This means he can also estimate how fresh the tracks are, what direction they are heading, whether the animal is hurt or sick, and guess its age. The habits and habitats of animals and animal behavior are also learned. Tracking humans with this skill is also possible, but is done with a penalty of -20%. Base Skill: 20% +5% per level of experience. MODERN WEAPON PROFICIENCIES The system for modern weapons presented here is identical to the rules and those found in the pages of the The Revised Heroes Unlimited, Ninjas & Superspies, TMNT and Robotech™. The following rules can be applied to all of Palladium Books* roleplaying games. Weapon Proficiencies (W.P.) are areas of training and practiced skill with a particular type of weapon, such as revolver or sub-machinegun. This skill provides special bonuses to strike when using that weapon. Do not add this strike bonus to your character's hand to hand or combat skill bonuses to strike. Weapon Proficiencies provide the following bonuses: Aimed: +3 to strike. Burst: + 1 to strike. Wild: No bonus or penalty. Training also enables the character to easily reload, disassemble, unjam, clean and otherwise maintain the weapon. Recognizes weapon quality — 30% at level one and + 6% per each additional level of experience. Add a bonus of + 1 to strike for every THREE levels of experience beyond level one. When firing a weapon, there are three main modes or categories of attack: aimed, burst or wild. 33


AIMED An aimed shot means a person takes the time to carefully aim and squeeze off one, well placed shot. Each individual shot takes one full attack. Thus, if a character has four attacks per melee he/she can shoot FOUR aimed shots. This applies to all weapons. Roll to strike for each shot. Bonus to Strike is +4 with a revolver or +3 for all others. BURST A burst is the shooting of several rounds, immediately one after another. Aim is more hasty and the recoil moves the weapon with each shot, reducing the accuracy. Semiautomatic/automatic weapons, machineguns and sub-machine guns, are designed for burst firing. The concept is that, while accuracy is reduced, the odds of hitting one's target with multiple rounds is increased because more shots are fired. Bonus to Strike is + 1 with all weapons. Note: Roll to strike once to see if the entire burst hits. Do not roll for each individual bullet. If the burst misses its target, then all the rounds in that burst miss. BURSTS OR SPRAYS FROM AUTOMATIC WEAPONS AND SUB-MACHINE GUNS Short bursts fire 20% of the entire magazine; i.e., 30 round magazine — 6 rounds/bullets are fired. Damage: Roll the normal damage dice for ONE round X 2. Uses up one attack. Can be fired at only one target. Long burst fires 50% of the entire magazine; i.e., 30 round magazine — 15 rounds/bullets are fired. Damage: Roll the normal damage dice for ONE round x 5. Uses up one attack. Can be fired at only one target. Entire magazine: Shooting off the entire clip/magazine within a melee round is possible. 100% of the rounds are fired. Damage: Roll the normal damage dice for ONE round x 10. Uses up two attacks that melee. Can be fired at only one target. Machineguns are the only exception to this rule. Spray: Shooting a burst at several targets at once is possible, but the same as shooting wild. You must fire a long burst or an entire magazine in order to spray. See shooting wild. SHOOTING WILD Shooting wild occurs when a trained character shoots without taking time to aim. This usually applies when the person is blinded, angry, running, rolling, leaping, shooting from a moving vehicle, etc. Bonus to Strike: With W.P. there is no bonus or penalty; with no W.P. the person strikes at -6. Long bursts or the entire magazine must be fired. Counts as two attacks. Can be fired at one target or in a spray. Damage for shooting wild at one target: Roll normal damage dice for ONE round x 2. Roll once to strike with the wild burst. Hitting an innocent bystander is a real possibility when shooting wild; 20% chance. Roll for each wild burst fired. Damage is the normal damage from one round (a wild shot). Spraying an area with bullets can be dangerous and is considered to be shooting wild. The object of a spray is to hit several targets simultaneously. First, roll once to determine if you strike the target area; 1D20; 5 or higher strikes as usual. Then roll 1D4 to determine how many individual targets are struck within the target area. However, each target gets a roll to dodge to avoid getting shot. Damage is the normal damage from one round. Hitting an innocent bystander is even more likely; 50% chance. Damage is from one round (wild shot). Bursts or Sprays from a machinegun is different only in the number of rounds fired, targets struck, and chance of hitting a bystander. Machineguns have a much greater ammunition capacity, so it does not have to use the same percentage of its entire clip. Short burst/one target: 10% of rounds/magazine; inflicts normal round damage x 2. Counts as one attack. Short burst spray: 10% of rounds/magazine; inflicts normal damage from ONE round, hits 1D4 targets. Long burst/one target: 30% of rounds/magazine; inflicts normal damage x 5. Counts as one attack. Long burst spray: 30% of rounds magazine; inflicts normal damage from ONE round, hits 1D8 targets. Counts as one attack. Empty the entire magazine/one target: All rounds fired; inflicts normal round damage x 20. Counts as all melee attacks/one full melee. Empty the entire magazine in a spray: All rounds fired; inflicts normal round damage x 2, hits 2D8 targets. Counts as ALL melee attacks/one full melee. Chance of hitting innocent bystanders is 70%. A Special Note About Shotguns: Shotguns can fire once or twice per melee (double-barrel). It can fire both rounds simultaneously or one at a time. Buckshot scatters, and will strike the specific target plus 1D4 others within its blast area (approximately a 15ft/4.6m area). NATURAL ENERGY BLASTS Supernatural characters whose power enables them to emit energy blasts, whether it be fire, electricity, or other forms of energy, can use their energy attack as often as their combined hand to hand attacks allow. For Example: If the creature has FOUR hand to hand attacks, it can fire energy blasts as often as FOUR times per melee (15 seconds). If the character has five or six hand to hand attacks, five or six blasts can be fired. As always the types of attacks can be combined. HAND TO HAND COMBAT The combat system is really just an adaption of the rules from Heroes Unlimited and Ninja Turtles. It is designed to be fast moving and easy to understand. All combat strikes, parries and dodges are resolved by rolling twenty-sided dice. STEP 1: Determine Initiative Any time opponents square off for battle, the game master must determine who has the initiative. In other words, who will attack first. Successful Sneak Attack or Long Range Attack will always have initiative for that melee. Otherwise, whoever rolls highest on a twenty-sided die will attack first. In the case of a tie, reroll. Initiative is rolled only once per melee. That roll will determine the pace tor that entire melee. 34


STEP 2: Attacker Rolls Strike The next step is for the first attacker to roll a twenty-sided die. If the result is a four or less (counting bonuses), then the attacker misses. Any roll above a four (4) hits the opponent. But, if the roll is a five (5) or better, and less than the opponent's Armor Rating (A.R.), then damage may be done only to the S.D.C. of the opponent's armor (see A.R./Artificial Body Armor). A roll over the opponent's A.R. does direct damage to the character's S.D.C. and Hit Points. Note that special attacks like Knockout/Stun or Death Blow must be declared BEFORE rolling to strike. STEP 3: Defender May Parry, Dodge or Entangle Any time an attacker rolls a successful hit, the defender can choose to parry, dodge, or entangle. Parrying can be done automatically by anyone trained in any form of Hand to Hand combat. That means that the parry can be performed without wasting a melee attack. Non-combat trained characters will lose their next melee attack every time they parry. NOTE: Bullets and energy attacks cannot be parried, but CAN be dodged. Defending by dodging or entangling means automatically giving up the next melee attack. Entangle means the character actually pins or snares an opponent's weapons or arm. The defender can only defend against attacks within his line of vision. Attacks from the rear cannot be parried, dodged or entangled. STEP 4: Attacker Rolls Damage If a successful strike is not parried, dodged or entangled, the attacker rolls for the amount of damage inflicted and adds any damage bonuses. Critical strikes do double damage. Combined critical strikes, like a natural twenty and a jump attack, do triple damage. Add the damage bonus to the roll before doubling or tripling. A natural, unmodified, 20 is always a critical strike. A punch inflicts 1D4 damage. STEP 5: Defender May Attempt To Roll With Punch If the attack is a blunt, physical attack (fist, foot, club, staff, etc.), then the defender can attempt to Roll With The Punch. In order to roll with punch, the defender must match or better the attacker's roll to strike. Successfully rolling with a punch means the character takes half damage. Successfully rolling with a knockout punch means the character takes double damage, but is NOT unconscious or stunned. Rolling with a death punch results in loss of half of all remaining S.D.C. and hit points. Failing to roll with punch means taking full damage off of the defender's S.D.C. and/or hit points. The same rules apply to falls as well. Continuing The Combat Once the above is completed, the process is repeated for whoever lost the initiative. So long as the opponents have melee attacks left, the combat continues back and forth. When all the attacks or actions per melee round of all opponents are finished, it's time to start a new melee round. Initiative is redetermined at the beginning of every melee round. That is to say, that if a character has four attacks per melee, when all attacks are used, a new melee round begins. COMBAT TERMS Death Blow: An automatic kill. The defender can try to roll with death blow by rolling over the attacker's strike. If the defender is not killed, then the current S.D.C. and hit points are reduced to half. This attack is available only under certain conditions. Dodge: A character dodges by moving out of the way of the attack. Dodging always takes up one attack/action per melee round. To Dodge, the defender must roll higher than the attacker's strike roll on a twenty-sided die. Entangle: A defender can attempt to trap the weapon or arm of an attacker. This is done instead of parrying or dodging, and takes up one attack per melee. An entangle is successful if the defender rolls above the attacker's strike roll. It takes one attack and a roll to entangle to keep an opponent's arm or weapon entangled every melee round. In order to get free, the entangled opponent must roll a dodge against the entangle roll. Hand to Hand Combat: Fighting skills that provide the characters with attacks per melee, bonuses, and techniques. Characters without combat training have only one attack per melee and have no automatic chance to parry. Hit Points: This is the number of points of damage a character can take before dying. Characters don't lose hit points until their S.D.C. is down to zero. A character's base hit points is the P.E. plus 1D6. Another 1D6 of hit points is gained every time the character advances an experience level. Lost hit points are not recovered without medical attention. Damage Table (Basic) Human Fist Human Kick Blackjack Bull Whip Thrown Small Objects Falling Collision Smashing through Glass Dropped or Thrown Large Objects 1D4 1D6 or lD8 1D6 1D8 1D4 1D6 per 10ft 1D8 per 10mph 1D4 1D8 per l00lbs 1D8 per 40ft, and 1D4 per 4mph Initiative: Whoever gets to attack first is considered to have the Initiative. Initiative is automatic in sneak attacks and long-range attacks. In most other cases, each opponent rolls a twenty-sided, highest roll gets the initiative. Rolling for initiative takes place at the beginning of each melee round of combat. Kick Attack: This is a karate-style kick. It is a normal attack that does 1D4 damage for the untrained, or higher with hand to hand skills (1D6 or IDS). Anyone trained in hand to hand combat can do a kick attack. Knockout/Stun: Anyone hit by a knockout or stun attack will be temporarily incapacitated. The victim is not necessarily unconscious, just dazed. Jump Kick: A Jump Kick is performed by leaping completely off the ground and attempting to land feet-first on an opponent. Jump Kick can be used only by those skilled in hand to hand martial arts. The advantage of a jump kick is that it works as a critical strike and doubles the normal damage inflicted. The disadvantage of a jump kick is that no other attack may be performed in that melee round (all attacks for that melee are used up in the kick). The jump kick must be the character's first attack of that melee round. For the rest of the melee round, the character can only parry, dodge or move into position. Leap Attack: An airborne assault where the weapons and/or fists are wielded in mid-leap. A leap attack must be made only at the beginning of a melee round and, like the jump kick, uses up all attacks for that melee. Usually, only a single strike can be made during a leap attack. However, if two opponents are close together, the attacker can leap between them and strike both of them at the same time; roll to strike for each character. After the leap, the character may not attack again until the next melee round, but can parry or dodge or move into position. Automatic parries work in mid-leap, but dodges are impossible. A successful leap attack is a critical strike and does double damage. 35


Long-Range Attack: By using a long-range weapon from a distance, an attacker can perform an undetected, first strike. Provided the attacker is not seen, the defender automatically loses initiative and may not dodge the first attack that melee round. Melee or Melee Round: Exactly 15 seconds. The segment of time combatants have to strike, counter and/or return strike. Generally, playing characters have two or more attacks per melee. Multiple Attackers: Takes place when an opponent is faced by more than one attacker. Characters with hand to hand combat skills can attempt to parry any attacks within their line of sight. The defender from multiple attackers can strike at only one target at a time (see leap attack for a rare exception). Natural Twenty: This is the result of 20 when rolling a twenty-sided die. A strike with a natural twenty will always be a critical strike. If someone with a strike bonus of +2 rolls an 18, then they have an attack roll of 18 plus unnatural, bonus modification; NOT a natural twenty, and is not a critical strike. A natural twenty beats all other rolls and can only be parried or dodged by another natural twenty. Paired Weapons: Certain kinds of weapons, such as Sais, Nunchaku, knives, clubs and swords, can be used as paired weapons. Users of paired weapons can strike and parry simultaneously, can do twin strikes against a single target or against a pair of targets, and can parry two, different opponents at the same time. In other words, warriors skilled in paired weapons often can do two actions for every one of their melee attacks. BUT, every time they use twin actions they LOSE their automatic parry. Parry: A defender can attempt to parry most physical attacks. This is done by blocking the attacker's blow with a weapon or hand. Characters trained in hand to hand combat can parry without losing melee attacks. Bullets and energy attacks cannot be parried! Pull Punch: The ability to control the force of a hand to hand attack. Usually used to reduce the blow to less than killing force. The character can choose to half damage, quarter damage, a single point or no damage at all. A character must declare a pulled punch, and the player must roll 11 or better on a twenty-sided die; failure means full damage is inflicted. Roll with Punch/Fall: Hand to Hand combat fighters can reduce the damage from blows and falls by rolling. If the defender is successful, then only half damage is taken. Roll with punch/fall does not work against energy blasts, bullets, fire, bladed weapons, psionics or radiation. Victims must roll higher than the attacker's roll. Falling characters must roll a 14 or higher, on a twenty-sided die, to roll with the fall. Saving Throws: Occasionally, characters must roll to save against exotic attacks like poison, gas, insanity, psionics, etc. Lethal Poison 14 or better Non-lethal Poison 16 or better Harmful Drugs 15 or better Acids No save possible—Dodge! Insanity 12 or better Psionics 12 for major & minor psionics 10 for master Magic 12 vs spell magic 16 vs ritual magic S.D.C.: This stands for Structural Damage Capacity, which is the amount of damage an object can absorb before breaking. Living creatures also have S.D.C.; it represents their physical resistance to damage. All the S.D.C. of a living thing must be reduced to zero before the hit points can be affected. Note: A cousin to S.D.C. is M.D.C. or Mega-Damage Capacity. M.D.C. applies to robots, and is explained in the Robot Combat section which follows shortly. S.D.C. Table (Basic) Below are the S.D.C. values for a variety of objects. When an object's S.D.C. is reduced to zero, it is considered broken. Game masters should exercise common sense in applying these values. For example, a normal human cannot break through a vault door with bare fists, no matter how many times natural twenties are rolled. -I The S.D.C. of different weapons is applied only if someone is actually attempting to break the weapon. A properly wielded sword can inflict or parry many times its S.D.C. On the other hand, using the sword to wedge open a door could easily snap it off. It is also important to note that the S.D.C. applies to the entire object. A bullet can penetrate many objects with only a small fraction (about 2%) of S.D.C. loss. For example, if a bullet punching through an exterior brick wall hit a target, it would inflict normal damage minus the 4 points of S.D.C. it wasted getting through the wall. Airplane, Single Engine Airplane, Jet Airliner Boat, Canoe/Rowboat Boat, Cabin Cruiser Boat, Cargo Freighter Box, Cardboard Box, Wood Shipping Crate Box, Metal Shipping Crate Car, Compact Car, Luxury Car, Door Only Car, Windshield Only Door .Interior Wood Door, Exterior Wood Door, Metal Grill Door, Solid Metal Door, Metal Safe Door, Bank Vault Handcuffs, Regular Handcuffs, Heavy Lock, Common Latch Lock, Dead Bolt Lock, Heavy Padlock Motorcycle Truck, Medium Sized Pick-up Truck, Half-Ton Pick-up Truck, 18 wheeler Wall, Interior Plaster Wall, Exterior Wood Wall, Exterior Brick Wall, Cinder Block Wall, Reinforced Concrete Weapon, Hard Wood Weapon, Metal Sword Weapon, Small Pistol Weapon, Assault Rifle Weapon, Artillery Piece Window, Ordinary Glass Window, Plexiglass Simultaneous Attack: Instead of defending with a parry, dodge or entangle, a character can choose to do a simultaneous attack. In this case, the character does not defend ("Go ahead, hit me; I can take it!") and simply attacks in response. The advantage of a simultaneous attack is that neither opponent can parry, dodge or entangle. In all probability, both will take damage. Exception: An opponent with paired weapons can engage in simultaneous attack (with one weapon) AND parry (with the other), OR, both the paired weapons can be used to strike with NO parry. 36 400S.D.C. 2000S.D.C. 40S.D.C. 450S.D.C. 8000S.D.C. 2S.D.C. 12S.D.C. 48 S.D.C. 250S.D.C. 450S.D.C. 150S.D.C. 100S.D.C. 100S.D.C. 170S.D.C. 350 S.D.C. 600 S.D.C. 800S.D.C. 5000S.D.C. 60S.D.C. 120S.D.C. 40 S.D.C. 100S.D.C. 75 S.D.C. 100S.D.C. 450S.D.C. 600 S.D.C. 800 S.D.C. 120S.D.C. 150S.D.C. 200S.D.C. 300S.D.C. 400S.D.C. 40S.D.C. 100S.D.C. 35 S.D.C. 75 S.D.C. 1500S.D.C. 20S.D.C. 35 S.D.C.


Sneak Attack: An attacker may lie in wait (ambush), attack from behind, or sneak up (prowl) on an opponent. If the foe does not discover the attacker, then the sneak attack is successful. The sneak attacker always has initiative, and the defender is not able to parry or dodge the sneak attack. Strike: Anyone attempting to hit an opponent must roll to strike. As with all combat rolls, a roll to strike is made with twenty-sided dice. Throw: Simply, this means throwing a weapon. Rolling to throw is exactly the same as rolling to strike, except that there are different bonuses per weapon type. See Weapon Proficiency. NOTE: A character may use ANY type of weapon, but gets no combat bonuses, such as strike or parry, unless he has a Weapon Proficiency (W.P.) in that particular weapon. This applies to modern and ancient weapons. HAND TO HAND: BASIC Level 1 Two attacks per melee; + 2 to pull/roll with punch, fall or impact. 2 +2 to parry and dodge. 3 Kick attack does 1D6 points damage. 4 + One additional attack per melee. 5 + 1 to strike. 6 Critical strike on an unmodified roll of 19 or 20. . 7 + 2 to damage. 8 Judo-style body throw/flip; does 1D6 damage, and victim loses initiative and one attack per melee. 9 + One additional attack per melee. 10 An additional +2 to pull/roll with punch, fall or impact. 11 An additional + 1 to parry and dodge. 12 An additional + 1 to strike. 13 Critical strike or knockout from behind. 14 An additional +2 to damage. 15 + One additional attack per melee. HAND TO HAND: EXPERT Level 1 Two attacks per melee to start; + 2 to pull/roll with punch, fall or impact. 2 + 3 to parry and dodge. 3 + 2 to strike. 4 + One additional attack per melee. 5 Kick attack does 1D6 damage. 6 Critical strike on an unmodified roll of 18, 19 or 20. 7 Paired weapons. 8 Judo-style body throw/flip; does 1D6 damage, and victim loses initiative and one attack. 9 + One additional attack per melee. 10 +3 to damage. 11 Knockout/stun on an unmodified roll of 18, 19 or 20. 12 An additional +2 to parry and dodge. 13 Critical strike or knockout from behind (triple damage). 14 + One additional attack per melee. 15 Death blow on a roll of natural 20. HAND TO HAND: MARTIALARTS Level 1 Two attacks per melee to start; + 3 to pull/roll with punch, fall or impact. 2 + 3 to parry and dodge; + 2 to strike. : 3 Karate-style kick does 1D8 damage. 4 + One additional attack per melee. 5 Jump Kick (critical strike). Entangle. 6 Critical strike on an unmodified roll of 18, 19 or 20. 7 Paired Weapons. 8 Leap Attack (critical strike). 9 + One additional attack per melee. 10 Judo style body throw/flip; does 1D6 damage victim loses initiative and one attack. 11 An additional +4 to damage. 12 An additional +2 to parry and dodge. 13 Knock-out/stun on an unmodified roll of 18, 19 or 20. 14 + One additional attack per melee. 15 Death blow on a roll of a natural 20. HAND TO HAND: ASSASSIN Level 1 +2 to strike (one attack per melee). 2 + 2 additional attacks per melee. 3 +3 to pull/roll with punch/fall. 4 +4 to damage. 5 + One additional attack per melee. 6 +3 to parry/dodge. Entangle. 7 Knock-out/stun on an unmodified roll of 17-20. 8 + One additional attack per melee. 9 Kick attack does 1D6 damage. 10 Critical strike on an unmodified roll of 19 or 20. 11 +2 to strike. 12 Death blow on a roll of a natural 20. 13 + One additional attack per melee. 14 +2 to damage. 15 +2 to strike. Note Hand to Hand Assassin: This is taught to characters trained by secret organizations (CIA, Mafia, etc.), this is the specialized science of killing. It includes learning Automatic Parry, Pull Punch, Roll with Punch/Fall, Kick Attack (1D6 damage), Knock-Out/Stun, Critical Strike and Death Blow. It does NOT include the ability to do Jump Kick or Leap Attack. PSYCHIC COMBAT ATTACKS PER MELEE Psychic combat is quick and simple. Each psychic attack counts as one of your character's physical attacks. Thus, if your character has four hand to hand attacks per melee he or she can substitute up to four psychic attacks. Of course, a player can mix the physical and psychic in any combination, three physical and one psi-attack or two physical and two psychic attacks and so on. Most psychic powers are not appropriate for combat, but during a combat sequence each physical and psychic activity counts as one combat action/attack that melee. The total number of combat actions per melee is equal to the total hand to hand attacks per melee. Note that some psi-abilities require time to prepare which might make any other attacks/action impossible. A reminder: All player characters automatically start off with two attacks/actions per 15 second melee. Additional attacks per melee are gained from the hand to hand skills and boxing. A typical non-player character gets only two attacks per melee plus hand to hand combat and/or boxing skill additions. Supernatural creature's number of attacks vary with each individual type, usually two to six attacks per melee. The rules for mixing or substituting psychic attacks still apply. SAVINGS THROWS AGAINST PSYCHIC ATTACKS Psychic attacks which assail the mind, emotions or physiology of a person can always be fought off through the force of one's own will and mental endurance. Psychic attacks that fall into this category include: empathy, empathic transfer, telepathy, mind control, hypnosis, and 37


bio-manipulation. Some psychic powers for which there is no savings throw are telekinesis, levitation, pyrokinesis, presence sense, and see aura. Even ordinary people have a chance of fighting or saving against a psychic attack. However, those who have psychic abilities have a much better defense against such attack than ordinary people. To save against a psychic attack a 20-sided die is rolled to mentally parry the attack. A high roll will successfully save against the assault, indicating that the person is NOT affected by the psi-power (no damage or reaction). Non-psychics must roll a 15 or higher to save against psi-attacks. The minor & major psychics need to roll a 12 or higher. The Master psychics need only to roll a 10 or higher. Note that many of the characters also get a bonus to save vs psionic attack. For simplicity sake all supernatural creatures must roll a 15 or higher to save, but most have bonuses to save against psi-attacks. INNER STRENGTH POINTS The use of a particular psionic ability draws upon the astral body or inner strength of the individual. Each specific psionic power will indicate exactly how many I.S.P. are required to perform that ability. When a psionic has exhausted all of his I.S.P. he is unable to perform any more psionic feats until he has had sufficient rest. The recovery of I.S.P. can be done in one of two ways: Total Relaxation and/or sleep at a rate of two I.S.P. for every hour, or through meditation. Meditation is a skill ability in which the psychic places himself in a simple hypnotic trance. This meditative trance provides maximum relaxation, recovering six (6) I.S.P. per hour. Combat Rules for High-Tech War Machines The following are the rules that are used when playing characters who operate power armor or robot vehicles. You will find that the basic rules are only minor modifications of the standard, Palladium Books' combat rules just described. The use of giant war machines requires some special considerations, modifications and clarification. Generally, giant, robot-like constructions and armored battle suits respond to the pilot's every movement as if the construction was an extension of his own body. Weapon systems, such as railguns, auto cannons and missile launchers, are built directly into the machine, providing the pilot with more firepower than a division of 20th century tanks. Resolving Combat The basic steps of resolving combat are essentially unchanged. Players must still determine initiative, roll to strike, the defender may parry or dodge, damage is determined, and defender may attempt to roll with the punch or impact. These are always the basic combat actions. Mega-Damage, S.D.C. and M.D.C It is crucial that players clearly understand the concept of Mega-Damage and Mega-Damage Capacity (M.D.C.). Basically, M.D.C. indicates a super tough armor or physical structure. A structure so tough, that normal weapons will not damage it. To damage a Mega-Damage Capacity (M.D.C.) structure you must use something that inflicts MegaDamage (M.D.). Consider this example with a contemporary M.D.C. structure we all recognize, a tank. There you are, sitting inside a tank; a powerful, heavily armored (M.D.C.) weapon. A kid walks up to your tank and begins to bounce a hard rubber ball against the hull of the tank. He can do this all day long without damaging the tank in the tiniest way. The kid picks up a rock and throws it, hard, against the tank. Again, no damage is done other than a tiny nick in the paint. Now, pounding with all his might against the hull with a baseball bat, the kid is scuffing the daylights out of the paint job, but still does no damage. Yet, all of these items could affect and damage most items with a normal Structural Damage Capacity (S.D.C.). You're still sitting in your tank when somebody waltzes up and lets! go with a .357 Magnum at point-blank range. The bullets bounce off ' the tank's armored hull, leaving only large gouges in the paint and scratched armor. No damage is done. His two buddies whip out an Uzi sub-machinegun and an M-16 assault rifle, and spray the tank with a hail of bullets. The combined attack must number into the hundreds of S.D.C. damage. But the tank's hull is undamaged because it is super tough . . . M.D.C.! Normal weapons, even when combined, can not I damage a mega-structure. Only a weapon that inflicts mega-damage (M.D.) can harm the tank. A car skreeches to a halt 60ft away. Two men with a heavy duty bazooka take cover behind their compact car. Now the tank is in trouble! Why? Because the bazooka is a mega-damage weapon. You think: "Who are all these lunatics in this example and why are they beating on my tank?!?" COMBAT: The player of the tank pilot rolls a twenty-sided die (1D20), the player of the bazooka team does likewise, to determine initiative. The high roll goes to the bazooka team; they have initiative, which means they strike first. Again, a 1D20 is rolled, this time to strike. A seven is rolled. Since the tank is too large and too slow to dodge the bazooka team shoots and successfully strike and do damage. If the tank is lucky, it will take minimal damage (a low damage roll). If unlucky, the shell will inflict severe damage (a high roll of damage). The tank is damaged, but can still operate because the total M.D.C. has not been depleted. As the bazooka team gets ready to fire another shell, it's the tank's turn to strike/counterattack. It aims, and the cannon is fired at the compact car the two men are hiding behind. The car has a Structural Damage Capacity (S.D.C.) of 300 and an Armor Rating (A.R.) of 6. However, the tank's cannon inflicts mega-damage, so the Armor Rating does not apply. A successful roll to strike is quickly followed by a damage roll. The roll is low. A measly 4 M.D. points. The car is a burning mass of twisted metal. Why? Because the 4 M.D. points of damage are equal to 400 S.D.C. The car is destroyed. 38


Quick Mega-Damage and M.D.C. Reference Chart • 1 M.D. Point equals approximately 100 S.D.C. points. • 1 M.D. Point equals 100 Hit Points. • Armor Ratings do not apply when up against a weapon that inflicts mega-damage. This is always true, except with the cyber-armor. • Normal weapons do absolutely no damage to mega-structures (M.D.C.), even if the combined total damage is over 100 S.D.C. • Only weapons that do M.D. can damage M.D.C. Also See Mega-Damage and M.D.C. explanation in the beginning of the book. Armor Rating Armor Ratings do not apply to combat robots, bionics, power armor, or any Mega-Damage Capacity (M.D.C.) structures. Either you strike and do damage, or you miss. Armor Ratings apply only to conventional S.D.C. combat. Armor ratings do not apply when struck/attacked by a weapon that inflicts mega-damage. Of course, one can always attempt to dodge or roll with an attack to avoid or minimize damage. A.R.: This is a character's Armor Rating. The A.R. indicates what an attacker must roll in order to do damage to the character. Any roll of 3, or better, will strike a character with no body armor. Characters with Artificial Body Armor, metal armor, bulletproof vests, etc., can easily be successfully attacked by rolls falling under the artificial armor's A.R.; doing damage to the S.D.C. of the body armor, but not to the S.D.C. of the defender. Or, by striking above the armor's A.R., damaging the character's personal S.D.C. and/or hit points, but not the body armor S.D.C. Example: A defender has a natural A.R. of 5 and is wearing body armor with an A.R. of 8. If the attacker rolls 9 or better, then damage is done directly to the defender. A roll of 5, 6, 7, or 8, would only hurt the body armor, not the wearer. A roll of 1, 2, 3, or 4, would totally miss. Determining the Number Of Attacks Per Melee and Combat Bonuses All power armor and robot vehicles possess a design element, which creates a symbiotic link between the pilot and the machine. This symbiotic relationship enables the machine to respond to human reflexes, agility, dexterity, and mobility with amazing accuracy. The pilot's physical abilities to strike, parry, dodge, roll and attack, do combine with the machine's, which can effectively double all hand to hand combat abilities. This is how it works. Players will find two skills that exclusively determine the pilot's number of attacks when piloting a high-tech robot or power armor: 1) The pilot's normal, hand to hand combat skill, and 2) The pilot's Robot Combat skill. Simply combine the number of attacks gained from each skill. The total number indicates the total attacks per melee possible. Most first level pilots, with both skills, will have a total of FOUR attacks per melee. The same is done to determine the pilot's combat bonuses to strike, parry, dodge, etc. This means, if the pilot has a +2 bonus to dodge in Hand to Hand Combat and a + 1 bonus to dodge in Robot Combat, the two are added together for a total of +3 to dodge. Note: The 39


P.P. attribute bonus is also applicable and is added to the total bonus to strike, parry or dodge. The combining of number of attacks and combat bonuses apply ONLY when piloting Robots and Power Armor! When outside of the massive battle armor, the pilot must rely exclusively on his or her Hand to Hand skills and not the combined abilities of the two skills. Why? Because the Pilot Robot Combat skill is not a physical training, but a mechanical proficiency which relies on eye/hand coordination, reflex and dexterity as they relate directly to the machine. The Pilot Robot Combat skill does not build physical strength, endurance or combat techniques. Who Can Pilot a Robot Vehicle? The operation of a giant robot war machine or power armor requires special training. Without that training it is impossible to operate any robot vehicles. Other piloting skills are not applicable. Just because you can drive a car, doesn't mean you can operate a tank or fly an airplane. The same is true of robot vehicles and exo-skeletons like power armor. Characters must have the Basic or Elite Robot Combat skill to operate robot vehicles. Characters who have some degree of robot vehicle operation can pilot most human designed robots and power armor. However, lack of formal instruction in that specific machine's operation means he can pilot it on only the most fundamental level. Restrictions are as follows: If the pilot has only the normal, hand to hand combat skill, those are the exact abilities that apply to the Robot in combat. There are NO additional bonuses added. A first level character will usually have two attacks per melee. If the pilot does not have hand to hand combat training, he or she is limited to one attack per melee and no special bonuses. Furthermore, the robots maximum speed/manueverability is reduced by 30%. Weapon Selection The Robot pilot usually has several modes of attack available to him. These may include energy weapons, machineguns, grenade launchers, missiles, and hand to hand combat. Weapons or modes of attack, can be used in any combination. You are limited only by the number of attacks per melee and possible, payload and rate of fire restrictions. For example: A character piloting a Coalition Urban Assault hot (Enforcer UAR-1) has five attacks per melee. The character fires a burst from its right shoulder rail gun (attack #1), fires a volley of four missiles (attack #2), launches a pair of medium range missiles at a fleeing hovercraft (attack #3), fires another burst from its rail gun (attack #4), and punches a guy in power armor who flew close to it (attack #5). All this in one melee round or 15 seconds. Wait a minute, you say. The UAR-1 fired a total of six missiles, as well as two rail gun bursts and a punch. Isn't that NINE attacks? No, and here's why. Volleys & Bursts One volley or one burst counts as one attack, even if a dozen, yes 12, rounds are fired. How? Because it requires only one attack/action to fire several rounds, simultaneously, at one specific target. Roll to strike and dodge as usual. Disadvantages 1. The entire volley or burst must be directed at ONE specific target. The character can not divide a volley or burst between several targets. To attack more than one target the pilot must take time to aim and fire at each, which means each is a separate attack that melee. For Example: A Coalition Urban Assault Bot is up against four bandit Robots. The pilot decides to launch four of his 12 missiles at one enemy. That's one attack, leaving three more that melee. He can not fire the four missiles simultaneously at all four of the enemy. To strike all four, the pilot must fire at each, individual target separately. However, this will take up all four of the pilot's attacks that melee. 2. Must roll to strike for the entire volley or burst, as if it were one unit. This generally means that the entire volley or burst, either strikes and does multiple damage (roll for each missile in the volley) or the entire volley misses, doing no damage at all. Do not roll to strike for each, individual missile or round. Also see Missiles for related combat data. 3. 4. Continuous fire of bursts can often be maintained for the entire melee. While the full melee burst counts as one attack and does significant damage, that particular weapon can not be used against any other targets for that entire melee round. Payload: Volleys and bursts usually deplete a limited number of missiles or rounds quickly. Once the pay load is expended, the weapon is temporarily useless. Note: Unless limited by volleys, bursts, or other listed restrictions, the same weapon can be fired repeatedly in the same melee or in tandem with others. How to Strike The procedure for ascertaining a strike is unchanged. The attacker rolls a 20 sided die (1D20). A roll of 1, 2, 3, or 4, is an automatic miss. A roll of 5 or higher is a strike/hit. The only way a M.D.C. target can avoid being struck is by dodging out of the way or parrying the attack, if possible. Remember, Armor Ratings (A.R.) do not apply to M.D.C. structures, or when up against weapons that inflict mega-damage (M.D.). Strike Bonuses Bonuses to strike can be gained by skills, such as hand to hand combat and/or Robot combat and/or from a high Physical Prowess (P.P.) attribute. All bonuses are accumulative. Remember, bonuses from Robot combat apply only when a Robot is being piloted. Critical Strike A critical strike occurs when a player with hand to hand combat skill makes an extremely high die roll to strike without the aid of bonus modifiers. An unmodified, "natural" 20 is always a critical hit, regardless of hand to hand training. Critical strikes do double damage. Optional damage tables have been provided for additional side effects from critical strikes. Their inclusion in the game is up to the GM and/or players. Close Proximity Strike Bonuses Technological advances have made war a long- range affair, with soldiers firing missiles at opponents, who appear as tiny blips on a radar screen miles away. However, the creation of battle armor, has restored the strength of the infantry, making close range combat possible. Thus, if opponents are within close proximity of one another (within 500ft/152m), they gain a bonus of + 1 to strike. This bonus applies to all combatants, skilled and unskilled, using weaponry or hand to hand combat with Robots and Power Armor. It does not apply to normal hand to hand combat among humans. Called Shots A character may attempt to shoot a specific target or area. This is done by clearly stating what the exact target is before the roll to strike is made. Once the shot is "called", the player rolls the usual 1D20 to 40


strike. A successful roll, above a 12, hits exactly whatever the intended target was, unless the opponent dodges. Called shots can be an important strategy enabling characters to disable robots and military vehicles rather than destroy the whole unit. This means a character can destroy specific targets on robots and vehicles, such as radar antennas, weapon barrels, sensors, mechanical legs, arms, etc. Note: Any shot which is not called will strike what is identified as the main body of the robot or vehicle. The main body is the largest, bulkiest part of the target and most likely to be hit. If a player calls his shot, but misses by rolling under 12, but above 4, he/she still strikes, but hits the main body instead of the specific, "called" target. I avoid random hit location tables because I feel the randomness is too flukey and unrealistic. To Roll With a Punch, Fall, or Impact This is a saving throw of sorts, or a second dodge, to minimize damage. Players of Heroes Unlimited will already be familiar with this hand to hand combat rule. In this case, if the player fails his dodge to roll and is about to be hit by a missile(s), he has a sort of second dodge or saving throw, where the character tries not to resist the explosive impact and rolls with it. A successful roll with impact works similar to a dodge. The player must roll 1D20 and match or better the roll to strike. A success means the character suffers only half damage. A failed roll means a direct hit and full damage. A character can roll with the impact from explosive missiles, punches, body blocks, falls, and similar impact damage. You can not roll with the impact of attacks from auto cannons, railguns, machineguns, energy weapons, or plasma/napalm missiles. The Dodge The dodge for giant robots is identical to its hand to hand counterpart. The defender must roll a twenty-sided die (1D20), and match or better his attacker's roll to strike. A successful roll means he has moved out of the way and takes no damage. A failed roll means the dodge was not a success and the character is hit, taking full damage. Missiles The descriptions of war machines in this game, will specifically state if they can launch missiles. It will also denote the type of missile as short, medium, long range, or mini-missiles, a vehicle can fire two types of missiles, such as medium and long range. Under each range category you will find a selection of specific types of warheads, such as high explosive, fragmentation, plasma, reflex, and so on. Not all missile warheads are of a destructive nature and can be smoke, tear gas or chemical (i.e. fire retardent, and knockout gas). Combat vehicles can fire one warhead type, or any combination of missile types, as long as they are listed under the appropriate range category. Strikes: Guided Missiles Missiles do not enjoy the pilot's combined bonuses to strike. Since they are all self-guided, missiles are launched as separate units with their own bonus of +3 to strike. Smart bombs are +5 to strike. Rolls to strike are made on the usual, twenty-sided die. Missiles can be launched one at a time (roll to strike for each), or in volleys of two or more (roll once to determine whether the entire volley strikes its target). It is possible to dodge one, two, or even three missiles. However, it is impossible to dodge a volley of four or more missiles. It is also possible to shoot a missile(s) down before it hits you. See Volleys and Bursts, and Dodging Missiles for more details about missile combat. Damage From Missile Strike Direct hits do full damage. A volley of missiles inflicts full damage from each and every missile in the volley. Near misses do half damage. The First is by being within the blast radius of the target struck by a direct hit. For example: Your companion standing 10ft (3m) away, is hit by a high explosive missile with a 30ft (9m) blast area. He takes full damage from a direct hit, but you are also caught in the blast because you were standing too close together. Fortunatley, your character takes half damage since he was not caught directly in the blast. Damage can be reduced by half again if the player makes a successful die roll to "roll with punch, fall or impact". The Second way one takes half damage from a near miss is by successfully "rolling with the punch, fall or impact" or an attack. In this case, the player fails his dodge roll and is about to be hit by a missile(s). However, he has a sort of second dodge or saving throw, where the character tries not to resist the explosion and rolls with the impact. A successful roll means the character suffers half damage. A failed roll means a direct hit doing full damage. Dodging Guided Missiles ALL the missiles used by the Coalition and most other high-tech forces, are self-guided missiles. Generally, most are preprogrammed to respond to specific images (video camera/sensor mounted in the nose of the warhead), or specific heat or radiation levels which clearly identify the enemy. Smart Bombs that can identify the enemy and chase it down will keep going until they find a target, or are destroyed. They can actually dodge attacks directed at them, and turn around to attempt to hit a target if it misses, or if the target dodges the first attack. Conventional Guided Missiles: +3 to strike. Smart Missiles: +5 to strike, +4 to dodge; Two attacks per melee (until it hits). All missiles always strike the main body. Contrary to what one might think, you can dodge one, two and even three, guided missiles. The dodge rules are the same as always. However, it is impossible to dodge a volley of four or more missiles launched simultaneously. A volley of four or more missiles will strike every time, with each and every missile in the volley hitting and inflicting damage. The character has two options to avoid or minimize the damage of a massive missile volley; try to roll with the impact, taking half the normal damage; or shoot the missiles down before they strike. Shooting Missiles Shooting and depleting the M.D.C. of a missile can detonate and destroy it. However, there are restrictions. 1. The character must have an attack(s) available to him/her that melee to assail the missile. If all the attacks for that melee have already been used up, the character can not shoot at the missile(s). 2. Can only shoot at one missile, within the volley, at a time. A volley of six missiles would require six attacks, which is impossible at the speed missiles travel. This means the player has only one or two attacks (GM's discretion) to shoot at one or two missiles within the volley. However, if one missile is detonated, there is a 45% chance (1-45%) that its explosion will detonate the other missiles in the entire volley. The player can also use his own missiles, if available, to shoot down a missile volley. Under this circumstance, there is a 75% 41


Missile Notes (1-75%) likelihood of detonating the entire volley of missiles. 3. If the M.D.C. of the missile is not completely depleted, it is damaged, but does not detonate and will still strike its target, inflicting full damage. 4. Attacks on a missile count as a normal attack. Special Missile Defense Tactic If a missile can not be dodged, the pilot can sacrifice his robots arms by covering its main body with them, thus allowing the arms to take the damage instead of the body. The disadvantage of this tactic is that the arms are likely to be blown to smithereens. If the arms are not destroyed, I strongly suggest the GM, or player, rolls on the Optional Critical Damage Tables under "arms", to determine specific damage and side effects. Other Combat Terms Payload: Indicates the finite number of missiles or rounds. Energy weapons are generally considered to have unlimited payload or have energy batteries (E-Clips) that work like the ammo clips for automatic weapons. Range: The maximum effective range or distance a weapon can fire; or a missile or vehicle can travel. Rate of Fire: This will indicate any limitations as to how many times a weapon can be fired per melee, and/or the number of rounds or missiles in a burst or volley. Generally, a weapon, especially energy weapons, can be fired repeatedly, equal to the pilot's combined, hand to hand and Robot combat skills. Any combination of weapons can be used per melee. 1. The terms, light, med. or medium and heavy, found in parenthesis after the warhead type, refers to the destructive force of the warhead. 2. All missiles are self-guided; +3 to strike. 3. Smart missiles are self-guided smart bombs which can be programmed to seek out and attack a specific target. It can change course, adjust speed to conserve fuel, dodge attacks aimed at it, and turn around to try to strike a target again if it misses the first time. + 5 to strike (instead of + 3), + 4 to dodge; 2 attacks per melee. Radar 100 mile (160km) range. 4. Multi-warhead missiles are usually a cluster of medium range missiles housed inside the casing of a large, long range missile. When the body casing runs out of fuel or reaches its target, it fires the four medium range missiles. 5. Plasma is a concentrated, liquid heat, ten times hotter than normal napalm. 6. Fragmentation missiles are missiles that send out fragments, or shards of metal, upon impact, affecting a larger area. 7. Fire Retardant missiles explode, releasing a chemical foam that puts out fires. 8. Smoke missiles release large, billowing clouds of smoke, filling the blast radius. They are used to provide cover or to mark an area. 9. A Proton Torpedo is a longer range, more powerful, explosive, energy missile. 10. The maximum range is the maximum effective range of the missile. 11. Missiles have been assigned a M.D.C.; depletion of the M.D.C. from attack will detonate the missile. 12. The speed is provided to give players an idea of how fast the missiles travel. 13. The blast radius is the full area damaged by the missile impact. The specific target of the missile takes FULL DAMAGE, while all else in the blast radius takes half damage. Mini-Missiles Many of the smaller robots and power armor suits utilize mini-missiles; small, powerful bazooka type rockets that inflict mega-damage. Range is generally half as great as the standard short-range missiles, but the mega-damage is comparable. Unlike its larger predecessors, the mini-rnissile is not self-guided and has no special bonuses to strike. Strike bonuses are the same as modern weapon proficiencies; aimed (firing no more than two missiles, + 3), bursts (firing a volley of missiles in any quantity, 3 to 60) and wild (firing a missile or volley of missiles without taking time to stop and aim). A character can also add in any strike bonus from a high Physical Prowess (P.P.) attribute. An Example of Combat Combat as a pint sized human or a giant robot are fundamentally the same. The following example utilizes giant robot war machines. Lets go back to our previous example of the Coalition Enforcer UAR-1 from Weapon Selection. We already know what weapon selections were made, but lets see how it all works in an actual combat melee. The scene. The UAR-1 Enforcer walks into a small group of high-tec bandits buying stolen Coalition SAMAS power armor from a black marketeer on the out-skirts of the Burbs. The deal has just been concluded and the seller of the stolen armor is taking off in his hover jet. The bandits, know they are in trouble and move to attack. One bandit is already in SAMAS armor, another is frantically hurrying to finish putting on the rest his armor. The rest scramble for cover. 42


The fight! First, ALL parties, including those scrambling for cover, roll a twenty sided die (1D20) to see who has the initiative; include possible bonuses, the higher the roll the better. Initiative a reaction roll to see who has first attack and then who is next, an so on. Once the initiative is established combat follows. Here are the results of the initiative rolls. 19: Scrambling group of bandits. 17: Bandit in SAMAS power armor. 16: UAR-1 Enforcer. 13: Hover jet trying to make an escape. 7: The poor chump struggling to get into his power armor. The scrambling bandits have first initiative and successful hide behind debris and vehicles before the Enforcer can react. They are going to stay out of combat and try to sneak away during the fight. The second person to act is the bandit SAMAS! In this case, the pilot has a total of four (4) melee attacks. On his first attack he stands and opens up with a rail gun burst on the Enforcer. A roll to strike is made (1D20). A roll of 14+ 1 (burst W.P. bonus), plus another +1 from a basic power armor training makes the total strike roll a 16. A definite hit. Damage is rolled; 20 mega-damage (M.D.) is inflicted on the UAR-1 Enforcer. The third character to attack is the Enforcer. The pilot has opted to ignore the SAMAS shooting at him and fires his right shoulder rail gun at the unfortunate bandit who is half dressed in his power armor. The logic is that two "Sams" will make for a difficult fight, so try to take-out this one before it gets into action! A twenty sided die (1D20) is rolled to strike. The strike roll with bonuses combined is a 14. A hit is certain death for the bandit, so he rolls a dodge! (Note: the defender can always roll a parry or dodge to defend himself, which ever is appropriate). 1D20 is rolled and a 14 is the total with bonuses. A tie! This fellow has lucked out. Defenders always win ties. He successfully dodges the hail of bullets, but they are so close that he can feel the breeze they make as they shoot past. The fourth person to make a move is the pilot of the hover jet. He punches the throttle and blasts the hell out of there! The fifth person to attack/act is the bandit trying to get dressed in the SAMAS power armor, however, he was forced to use an attack/melee action when he made his dodge. He'll have to wait a few second till the next series of attacks this melee round. Note that all of this has happened in a matter of two to four seconds and is only the first series of attacks/combat action of the first melee round. Combat continues. Combat continues. Second attack. The bandits are all trying to run away so they are not involved in the melee. The next guy in line to attack is the SAMAS bandit because he has the initiative over the Enforcer. He stands his ground, lets loose with a battle cry and another burst from his rail gun! 1D20 is rolled to strike. A natural 20 is rolled (a twenty before bonuses are added). A critical hit! Double damage!! A total of 60 mega-damage (M.D.) is rolled and inflicted on the main body of the Enforcer. Its the Enforcer's turn to counter attack. He's decided that the guy in the power armor is too dangerous and launches four (4) short range missiles from the bot's right shoulder. Four missiles can not be dodged, so the SAMAS tries to blast the volley before they hit (a smart move, but uses up his next melee attack). 1D20 is rolled to strike the missiles. A 14 is a strike and 20 M.D. is inflicted detonating one of the missiles. Percentile dice are rolled to see if all the missiles are detonated. The chance for success is 1-45%, unfortunately a 72 is rolled and three of the missiles strike. Damage is 3D4 x 10 (three fragmentation missiles) inflicting a total of 90 mega-damage point on the SAMAS (that hurts). The other bandit spends his melee action getting into his SAMAS armor rather than trying an attack. 43


Combat continues. Third Attack. The first SAMAS bandit. Because the first SAMAS bandit used his next attack on shooting the missiles he has lost the initiative and what would have been his third attack! The UAR-1 Enforcer attacks. Turning his attention to the speeding hover jet, he fires a pair of medium range, high explosive missiles from the missile launcher above his left shoulder. One die 20 is rolled to strike for the pair. An 11 +3 (guided missile bonus) makes a strike roll of 14. The pilot can attempt a dodge by rolling 1D20. The dodge roll with bonuses is 12. The missiles hit inflicting 180 mega-damage (4D6 x 10M.D.). The hover jet is crippled and falls earthward in flames. The second SAMAS bandit spends this combat action completing getting dressed in the armor. He's ready for action in the next second. Combat continues. Fourth Attack. The first SAMAS bandit regains the initiative because he was not attacked last melee, but mainly because the UAR-1 Enforcer turned his attention to a different target. He fires the rail gun, rolls 1D20 to strike, hits, and rolls damage as usual. The damage to the Enforcer is noted. The UAR-1 Enforcer counter attacks firing back with his rail gun. 1D20 to strike is rolled, hits, and damage is rolled as usual. The damage to the SAMAS is noted (this armor is in bad shape, another blast or two and he may be finished). The Second SAMAS bandit is ready for action, but only has one attack left, out of his four, because he use two melee actions getting into the armor and one dodging. He decides that discretion is the better part of valor and attempts to fly away. While flying away he buzzes the Enforcer and fires a wild burst from his rail gun. 1D20 is rolled to strike, he misses (a 4 is rolled). Combat continues. Fifth attack. Both of the SAMAS bandits are out of melee attacks. All they can do is defensive maneuvers; e.g. parry and dodge. The UAR-1 Enforcer has a fifth attack. He can shoot missiles, the rail gun, lasers, or engage in hand to hand; punches, kicks, stomps, etc. Perhaps foolishly the pilot swats at the second SAMAS buzzing past his head. 1D20 is rolled: an 18 to strike with bonuses. The SAMAS fails to dodge (a 15) and is hit taking 5 M.D. points of damage. 15 seconds of combat has passed. NEXT melee round! Initiative is rolled again to determine the order of attack and combat continues until somebody surrenders, escapes, or is destroyed. Robot and Power Armor Combat Training and Bonuses Hand to Hand Bonuses From Robot Basic Combat Training Pilot is familiar with the piloting of most giant robots, including the Coalition and Titan series. One hand to hand attack per melee (plus those of the pilot) Body block/tackle/ram — 1D6 M.D. plus a 50% chance of knocking opponent down (this will cause the victim to lose initiative and one attack that melee). Counts as TWO attacks. No body flip No kick + 1 to strike at second level + 1 to parry at second level No dodge + 1 to roll with punch, fall or impact (explosion), reducing damage by half. Critical strike same as pilot's hand to hand. One additional hand to hand attack at level six. One additional hand to hand attack at level twelve. Damage: Standard per each specific robot. Note: Training in a specific Robots will get the character the full range of bonuses and abilities possible from that robot. Basic training is just a rudimentary knowledge of piloting giant robots with little actual piloting time. Hand to Hand- Bonuses From Titan Assault Robot Series Combat Training Two hand to hand attacks per melee (plus those of the pilot). Body flip/throw — 1D4 M.D. plus victim loses initiative and one attack that melee. Body block/tackle/ram — 1D6 M.D. plus a 75% chance of knocking opponent down (this will cause the victim to lose initiative and one attack that melee). Counts as TWO attacks. Kick attack +1 to strike + 2 to parry + 2 to dodge + 2 to roll with punch, fall, or impact (explosion), reducing damage by half. Critical strike same as pilot's hand to hand. One additional hand to hand attack at level six. One additional hand to hand attack at level eleven. Damage: Restrained Punch — 1D4 M.D. Full Strength Punch — 2D6 M.D. Kick — 1D6 M.D. Leap Kick — 2D6 M.D. Body Flip — 1D4 M.D. Body Tackle — 1D6 M.D. Stomp — 1D4 M.D.; effective only against small objects (12ft/3.6m tall or smaller). Remember, these bonuses are in addition to the pilot's own hand to hand training and attribute bonuses. They do not apply to the pilot's physical abilities outside the robot. 44


Hand to Hand Bonuses From Reconniassance Type Robot Combat Training Hand to Hand Bonuses From Power Armor Elite Combat Training One hand to hand attacks per melee (plus those of the pilot). Body flip is impossible. Body block/tackle/ram — 2D6 M.D. plus an 68% chance of knocking opponent down (this will cause the victim to lose initiative and one attack that melee). Counts as TWO attacks. Kick attack is impossible +1 to strike +1 to parry No roll with fall or impact bonus. Critical strike same as the pilot's hand to hand. One additional attack at level six. One additional attack at level twelve. Damage: Punch — 1D6 M.D. Body Block — 2D6 M.D. Stomp — 1D4 M.D.; effective only against small objects (18ft/5.4m tall or smaller). Remember, these bonuses are in addition to the pilot's own hand to hand training and attribute bonuses. They do not apply to the pilot's physical abilities outside the robot. Two hand to hand attacks per melee (plus those of the pilot). Body flip/throw: 1D4 M.D. plus victim loses initiative and one attack that melee. Possible only in battloid mode. Body block/tackle/ram: 1D6 M.D. plus a 70% chance of knocking opponent down (this will cause the victim to lose initiative and one attack that melee). Counts as TWO attacks. Kick attack. Leap kick; counts as two attacks. + 2 to strike. + 2 to parry. + 2 to dodge in normal combat; +5 to dodge flying. + 3 to roll with punch, fall or impact (explosion), reducing damage by half. Critical strike, same as pilot's hand to hand. One additional hand to hand attack at level six. One additional hand to hand attack at level eleven. Damage: Punch 1D6 M.D. Kick 1D6 M.D. (possible only in battloid). Leap Kick 2D6 M.D. Body Flip/Throw 1D6 M.D. Body Block/Tackle 1D6 M.D. Remember, these bonuses are in addition to the pilot's own hand to hand training and attribute bonuses. These power armor combat bonuses do not apply to the pilot's physical abilities when outside the armor. Hand to Hand Bonuses From UAR-1 Enforcer Combat Training Two hand to hand attacks per melee (plus those of the pilot). Body flip/throw — 1D4 M.D. plus victim loses initiative and one attack that melee. Body block/tackle/ram — 2D4 M.D. plus a 76% chance of knocking opponent down (this will cause the victim to lose initiative and one attck that melee). Counts as TWO attacks. Kick attacks +1 to strike + 3 to parry + 2 to dodge + 2 to roll with punch, fall, or impact (explosion), reducing damage by half. Critical strike same as pilot's hand to hand. One additional hand to hand attack at level five. One additional hand to hand attack at level ten. Damage: Restrained Punch — 1D4 M.D. Full Strength Punch — 2D6 M.D. Power Punch — 3D6 + 4 M.D. Tear or Pry with Hands — 1D6 M.D. Kick—1D6 M.D. Leap Kick — 3D6 M.D. Body Flip/Throw — 1D4 M.D. Body Block/Tackle — 2D4 M.D. Stomp — 1D4 M.D.; effective only against small objects (12ft/3.6m tall or smaller). Remember, these bonuses are in addition to the pilot's own hand to hand training and attribute bonuses. They do not apply to the pilot's physical abilities outside the robot. Hand to Hand Bonuses From Power Armor Basic Training One hand to hand attack per melee (plus those of the pilot). Body flip/throw: 1D4 M.D. plus victim loses initiative and one attack that melee. Body block/tackle/ram: 1D4 M.D. plus a 50% chance of knocking opponent down (this will cause the victim to lose initiative and one attack that melee.) Counts as TWO attacks. Kick attack. Leap attack; counts as two attacks. +1 to strike. +1 to parry. + 1 to dodge in normal combat, +3 to dodge flying. + 2 to roll with punch, fall, or impact (explosion), reducing damage by half. Critical strike, same as pilot's hand to hand. One additional hand to hand attack at level six. One additional hand to hand attack at level twelve. Damage: Punch 1D6 M.D. Kick 1D4 M.D. Leap Kick 2D4 M.D. Body Flip/Throw 1D4 M.D. Body Block/Tackle 1D4 M.D. Remember, these bonuses are in addition to the pilot's own hand to hand training and attribute bonuses. These power armor combat bonuses do not apply to the pilot's physical abilities when outside the armor. 45


MISSILES RANGES WARHEADS DAMAGE Short Range Missiles Medium Range Missiles M.D.C. 5 5 5 5 5 5 5 5 5 Blast Radius 10ft (3m) 15ft (4.6m) 20ft (6.1m) 5ft (1.5m) 15ft (4.6m) 10ft (3m) 10ft (3m) 20ft (6.1m) 20ft (6.1m) Maximum Range 3 miles (4.8km) 2 miles (3.2km) 2 miles (3.2km) 5 miles (8km) 3 miles (4.8m) 1/2 mile (.8km) 1/2 mile (.8km) 1 mile (1.6km) 1/2 mile (.8km) Speed 500mph(804kmph) 500mph (804kmph) 450mph (724kmph) 650mph(1045kmph) 500mph (804kmph) 200mph(321kmph) 200mph(321kmph) 300mph(482.7kmph) 200mph(321kmph) Mega-Damage 1D4x10 1D6x10 1D4x10 106x10 1D6x10 None None None None Warhead High Explosive (light) High Explosive (Med.) Fragmentation (light) Armor Piercing (Med.) Plasma/Napalm (Med.) Tear Gas Knock-OutGas Smoke (colors available) Fire Retardent Warhead High Explosive (light) High Explosive (Med.) High Explosive (Heavy) Fragmentation (Med.) Armor Piercing (Med.) Plasma/Heat (Heavy)* Multi-Warhead* Smoke Mega-Damage 1D6x10 2D4x10 2D6x10 2D4x10 2D4x10 2D6x10 2D4x10 None Speed 1200mph(1929kmph) 1200mph(1929kmph) 1200mph(1929kmph) 1000mph(1608kmph) 1600mph(2571kmph) 1400mph(2251kmph) 1200mph(1929kmph) 1000mph(1608kmph) Maximum Range 50 miles (80.4km) 40 miles (64.3km) 40 miles (64.3km) 40 miles (64.3km) 60 miles (80.4km) 40 miles (64.3km) 80 miles (128.7km) 40 miles (64.3km) Blast Radius 20ft (6.1m) 20ft (6.1m) 30ft (9.1m) 40ft (12.2m) 20ft (6.1m) 40ft (12.2m) 20ft (6.1m) 40ft (12.2m) M.D.C. 10 10 10 10 10 10 10 10 M.D.C. 20 20 20 20 20 20 25 20 20 25 Blast Radius 30ft (9.1m) 40ft (12.2m) 80ft (24.4m) 30ft (9.1m) 40ft (12.2m) 50ft(15.2m) 50ft (15.2m) 40ft (12.2m) 50ft (15.2m) 50ft (15.2m) Maximum Range 500 miles (804km) 500 miles (804km) 400 miles (643km) 800 miles (1286km) 500 miles (804km) 500 miles (804km) 1200 miles (1928km) 1000 miles (1608km) 1000miles(1608km) 1800 miles (2893km) Long Range Missiles Speed 2010mph(Mach3) 2010mph(Mach3) 1400mph(2251kmph) 2010mph(Mach3) 1400mph(2251kmph) 1400mph(2251kmph) 2010mph (Mach 3) 2010mph(Mach3) 2010mph(Mach3) 2010mph(Mach3) Mega-Damage 2D4 x 10 3D4 X 10 3D4 x 10 2D4x10 2D6x10 3D6x10 4D6x10 2D6x10 3D6x10 4D6x10 Mini Missiles and Special Armaments Mega-Damage 5D6 5D6 1D4x10 1D6x10 None Speed 500mph (804kmph) 500mph (804kmph) 1400mph(2251kmph) 1200mph(1929kmph) 500mph (804kmph) Maximum Range 1 mile (1.6km) 1/2 mile (0.8km) 1 mile (1.6km) 1 mile (1.6km) 20ft (6.1m) Blast Radius 5ft (1.5m) 20ft (6.1m) 3ft (0.9m) 15ft (1.5m) M.D.C. 1 1 2 1 1 46 Warhead High Explosive (Med.) High Explosives (Heavy) Fragmentation (Heavy) Armor Piercing (Med.) Plasma/Heat (Med.) Plasma/Heat (Heavy)* Proton Torpedo (Heavy)* Nuclear (Med.)* Nuclear (Heavy)* Nuclear Multi-Warhead* Warhead High Explosive Fragmentation Armor Piercing Plasma/Heat Smoke * Available as smart bombs, +5 to strike.


Occupational Character Classes Men of Arms Borgs Crazies Cyber-Knights Glitter Boys Juicers Headhunters Coalition Grunt Coalition Military Specialist Coalition RPA Elite or "Sam" Coalition Technical Officer Scholars & Adventurers Body Fixers (Doctor) City Rats (Streetwise adventurer) Cyber-Docs (Cybernetics M.D.) Operators (Mechanical or Electrical Engineer) Rogue Scholar Rogue Scientist Vagabond (Unskilled) Wilderness Scout Practitioners of Magic Line Walkers (wizards beyond style; understand ley lines) Techno-Wizards (magic & technology as one) Shifters (summoners and dimensional travelers) Mystics Racial Character Classes (R.C.C.) Dragons Psychic R.C.C.s Bursters (pyrokinesis on a mega-scale) Coalition Dog Pack Psi-Stalkers Mind Melters Men of Arms Borg O.C.C. "Borg" is the popular slang term for cyborg. Cyborgs are men and women who have been surgically augmented with machines for the purpose of war. The combat design and intent is the main aspect that separates bionics from cybernetics, even though the basic principles are the same. Another difference is that subjects for the bionic augmentation are not, as a rule, replacing missing or damaged body parts with mechanical replacements, but allowing perfectly good, functioning limbs and organs to be surgically removed and substituted with mechanical counterparts. A rather extreme and grisly thing to do if you stop to think about it. Of course, bionic technology is so developed that a complete bionic conversion (all limbs plus implants) can be performed in just under eight hours, and, it is said, with minimal discomfort to the subject. While it is true that bionic reconstruction is virtually painless, the person is giving up a portion of his humanity forever. The bionic limbs are obviously mechanical, can not be cosmetically concealed, and can never be replaced with real flesh and blood structures, only bionic ones. The psychological impact can be devastating; consequently, most willing participants in bionic reconstruction undergo a thorough psychiatric evaluation and hours of consultation to prepare them for their new life. Those who are properly prepared live long and happy lives. A surprising 89% are completely adjusted to life as a living machine. However, there are unscrupulous tyrants, slavers, and high-tech bandits who capture unwilling subjects for bionic conversion for use as slaves, laborer, or warriors. Of slave-borgs, only 32% are content with their transformation. 21% will attempt suicide over and over again. Coalition Borgs The Coalition has only begun utilizing borgs in the last few years and these are limited to a few elite troops and the occasional officer. Bionics, especially full conversion, goes against the mentality of the human purists; however, limited use of bionic conversion has been authorized. All Coalition borgs are volunteers. 40% are soldiers who were seriously injured in combat, 20% are healthy volunteers, and the remaining 40% are human mercenaries who have volunteered and enlisted for the mandatory six years of service. Borgs who go AWOL are hunted down and destroyed on the spot. At this time, the Coalition States do not create slave-borgs; however, the Emperor is considering the possibility. Borg citizens must be registered with CS authorities. Registration records the borg's current place of residence, family, employer, and bionic capabilities. The same is true of temporary mercenary laborers occasionally hired to work in the city. Military personnel are automatically registered. Partial Bionic Reconstruction Partial bionic reconstruction means that the trunk of the body, neck, and head remain human. The two legs, feet, hands, and arms are completely removed and replaced with mechanical limbs. The pelvis/hip area, shoulders, collarbone, and spine are all reinforced with metal rods and cybernetic implants to support the new bionic additions. Weak or sickly looking internal organs, especially the heart and lungs, are likely to have been replaced with guaranteed cybernetic constructs as well (1-70% likelihood). If the lungs are replaced, they will have all the cybernetic options (see cybernetics section for lungs and internal organs). Partial reconstruction for military purposes usual include at least minor eye, hearing, and sensory enhancements, as well as a handful of bionic weapons. See the Bionic Section for exact bionic systems. Partial reconstruction for slave labor will seldom include any sensory, hearing, or optical enhancements, and never include bionic weapons. What is desired in slave-borgs is raw strength and endurance. Anything more would make the slaves too dangerous. Of course, weapon systems can be added later. 47


Full Bionic Conversion Full bionic conversion means that the character is over 90% machine. The entire body has been replaced with a mechanical one. The remaining human parts are restricted to the brain, often, but not always, the face, and a few other original human components, especially the tongue, throat, and head. The rest of the body has been discarded and the few human components kept are placed in a bionic body. The body is effectively a fully functioning robot that responds to the human brain with the precision of the flesh and blood body. The internal workings of the new body systems are strangely similar to the human body with scores of tubing carrying life sustaining fluids. Electro-magnetic relays and nano-technological workings make up the rest of the internal system. The new body is hundreds of times more durable, faster, stronger, and deadlier. Full conversion for military purposes means the best optic systems, hearing, headjack, and weapons. Physical capabilities are generally taken near the maximum, and the mechanized warrior is out fitted with five bionic weapons. Full conversion for slave labor means the subject has basic or minimum optical enhancement and no weapons or other sensory enhancement (unless it specifically relates to the labor). Psionics and P.P.E.: A person who possesses psionics will retain his psi-powers only in the case of a partial bionic reconstruction and even then, I.S.P. is permanently reduced by half. Full conversion destroys all psionic essence. Scientists do not understand why this is, but speculate that the psionic essence is somehow linked to the physical body, as well as to the mind. Likewise, no borg, partial or full, can operate techno-wizardry devices nor practice magic. However, borgs do enjoy a bonus to save versus magic of + 3 and are impervious to psionic bio-manipulation and see aura. P.P.E.: Virtually nonexistent, 1D4. Skills of the Slave-Borg The slave-borg will have the skills and knowledge of whatever O.C.C. he or she may have been before the conversion. Most slave-borgs are simple people with few formal skills and little or no education. A typical slave-borg comes from a peasant background and has the following skills: Hand to Hand: Basic (can increase to expert at the cost of two other skills or martial arts for three), cook, dance, fishing, pilot automobile or truck (pick one), lore: demon or faerie (pick one), W.P. blunt, and can speak American (96%) and two other languages at 75% proficiency. At first level the slave-borg can select four "other" skills, each with a +5% bonus. The character can also select four Secondary skills without benefit of bonuses. At third and eighth levels an additional two secondary skills can be selected. Available skill categories are limited to any: Communication: radio: basic; Domestic, Medical: holistic medicine or first aid only, Physical (any except acrobatics, gymnastics, boxing, and SCUBA), Pilot, Pilot Related, Rogue (excluding computer hacking), Science: basic math only, Technical (excluding all computer), W.P., and Wilderness. Any of the skills are available unless otherwise stated. Standard Equipment: Runaway Slave-Borg May or may not wear clothing, but is likely to wear some kind of mega-damage body armor. Also has back pack, a couple sacks, utility/ ammo belt, sunglasses or tinted goggles, air filter or gas mask, and personal items. Weapons will include a couple knives, and two other weapons of choice. Cannot use techno-wizardry weapons. Vehicle is limited to horse or non-militar' vehicles such as hover vehicles, motorcycle, or car. Often goes for inconspicuous looking vehicles. Money: The character starts out with no credit and 2D4x 1000 in saleable black market items. Cybernetics and Bionics: Basic; see previous descriptions. Can upgrade whenever he/she can afford to and a cyber-doc and bionics are available. Skills of a Coalition Borg Or a Military Mercenary Borg The mercenary combat borg was created for combat and has undergone some basic military training. The following Coalition military skills are known. Radio: Basic (+10%) Pilot Hovercraft (+10%) Pilot Tank & APC (+ 5%) Read Sensory Equipment (+10%) Weapon Systems (+ 5%) Climbing ( + 5%) W.P. Energy Pistol W.P. Energy Rifle W.P. two of choice Hand to Hand: Expert 48


At first level the borg can select six "other" skills, each with a +5% bonus, and speaks American and one other language at 96%. The character can also select eight Secondary skills without benefit of bonuses. At fourth and eighth levels select an additional two secondary skills. Available skill categories are limited to: Communication, Domestic, Electrical: Basic only, Mechanical: Automotive only, Military, Medical: First aid only, Physical (any except acrobatics and boxing), Pilot, Pilot Related, Science: Math only, Technical, and W.P. Any of the skills are available unless otherwise stated. Standard Equipment: Coalition Borg and Mercenary Borg Modified Coalition "Dead Boy" armor suitable for the bulk of a borg or conventional cyborg armor for the merc, energy side arm, energy rifle and field equipment. Additional equipment may be available upon assignment, same as the Coalition Grunt. However, Borgs are seldom issued robot vehicles, never SAMAS power armor, and usually restricted to hover vehicles and motorcycles. In most cases, the Borg does not need a vehicle unless traveling great distances or needs great speed. Money for a Coalition Borg is 2400 credits a month and the usual military benefits. Plus the Coalition pays for the entire bionic conversion, but the borg must pledge to enlist for a minimum of six years. Longer service is rewarded with additional bionics. Borgs are considered a new elite force in the Coalition army. Coalition Borg standard bionic capabilities: Full bionic conversion (seldom a partial unless requested by Coalition officer); P.S. 28, P.P. 20, average Speed 132 (90 mph/ 148 km), built-in language translator and the standard items described in the Bionic Section full bionic conversion for military purposes. Vehicles for mercenary borgs are limited to non-military hover vehicles or souped-up motorcycle, truck, or car. Money: The mercenary borg starts out with 6D6x 100 in credit and lD4x 1000 in saleable black market items. Note that mercenary borgs can often make big dollars in areas of military conflict and as exterminators in areas plagued by supernatural beings, magic, or psychics. The Coalition sometimes hires borg mercenaries at 3000 credits a month, plus free room and board and free bionics cleaning and maintenance (repairs, not new bionics). Cybernetics: Starts with none. Tend to avoid implants in favor of natural powers. Coalition Soldier O.C.C.s "Dead Boys" The term "Dead Boys" is the common slang used by most city down siders, rogues, criminals, and wilderness folk to identify Coalition soldiers. The nickname arose from the soldiers skull-like, death's head, face masks and black armor. The skull motif continues to be found in the designs of military power armor, robots, and vehicles. The military uses the death symbology to invoke fear and awe. It is a psychological edge and feeling of power that helps the soldiers in their duties as peace keeping police officers, military force, and exterminators. Coalition Soldier O.C.C.s It is important to understand that the Coalition States (CS) is a political entity that governs a group of people. The current administrator, his aides, political elite, and military leaders, are generally power-hungry men and women who are willing to use the innocent to capture and maintain that power. Who can say what it is that drives a person to desire the intangibles of power so much so that he will lie, steal, maim, degrade, and kill others to get it. Whatever it is, Emperor Prosek is its slave. He and his advisors are cruel manipulators and exploiters of the people. They are as evil and demonic as anything that crawled out of a rift. However, this does not mean that every person who is a member or citizen of the Coalition is just as evil. Most have no idea about the government's indiscretions and lies. The majority believe their propaganda and think of their lives as fruitful, good, and happy. Sure, everybody has their complaints and concerns (especially the poor), but few think of the CS as evil or maniacal. The Coalition soldier is no different. He or she is just one of the concerned citizens who believes in, and loves, their emperor, life, and country. Being in the army will frequently mean that the character is a little more militant, gung-ho, and pro-government than the average citizen, but that doesn't make them evil either. In fact, most see themselves as heroes. Champions of humanity and the front line against the ever encroaching forces of evil and monsters from the rifts! Propaganda The Coalition soldier, especially the grunt, believes in the American way of life. Remember, the Coalition States represent the embodiment of humankind on the American continents, and paints itself as the protectors of the human race and preservers of the old ways, the American way. Unfortunately, some of those ways include the ugly and destructive beliefs in isolationism and racial superiority. Again, one must understand that the time of Rifts is a strange and frightening period with horrible creatures and supernatural terrors in abundance. The concept of self-preservation through isolation, preserved by a powerful army, is not unreasonable. Sadly, Emperor Prosek's lust for power and his own Nazi-like views have pushed the situation to the extreme. Most citizens are too complacent to question how it is that their life style is maintained. They just want their lives to continue as things are, and Emperor Prosek is the man to do it. Regarding Non-human Invaders The soldier has been indoctrinated to believe that all non-human creatures are invaders and a threat to human life. Even the most open minded character will find it difficult to trust non-human creatures. The official Coalition line on the matter is: "Do not give pause in your beliefs. Unnatural invaders have the power, both psychic and magical, to cloud your mind. To listen to their words is to open oneself to evil. Stay clean. Stay pure. Kill them without hesitation or remorse, knowing that your actions save the human race." On Technology The typical soldier perceives his way of life to be right and good. They are provided with superior medical care and cybernetics, given some of the most powerful weapons and equipment in the known world, and fight for a great cause as protectors of the people. They are well fed, well trained, and well accounted for by the CS government. In many ways, even the grunt is a member of the Coalition elite, a respected and honored hero in the eyes of the people and government alike. Of course, the army provides everything. The clothes, the food, the weapons, and their inspiration. There is no need for the soldier to read or write beyond the recognition of certain symbols and call numbers. 49


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